July/ August 1982
Volume 2, Number 4
$2.95 (USA)
£1.50(UK)
The magazine for Sinclair users
Jse the DEFine function
ro Construct 3-D Plots
To Explore New frontiers..
Six Games of Outer Space
Sinclair ZX Spectrum:
An In-depth Review
Hardware: More
Power Filtering, E
i .... \
jory,
V 1! *1U
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SYN1 2/01/ 194301606 12339 25034
ANDR£W KENNCBV- "
2 CAlUMET AVENUE
1
WORCESTER
MA 01606
1
SINCLAIR APPLICATIONS PRESENTS
ROM CARTRIDGES FOR THE IX 81
ROM PACKS
• Eliminate the flustration of loading
cassettes
• Enable long programs without long
load times or extra memory
• Can't be erased, never fail to load
CHARACTER
CARTRIDGE
• 3 on ROM character sets
Program selectable
^per/lower case character set
' Graphics cttsffcqter set
Math/electronics character set
None of the above take up any
user RAM
iWith 512 bytes of user RAM the
' ROM PACK can build a Spanish
or German character set with
and I type characters
USER DEFINED
CHARACTER SETS
• As many as you have RAM for
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• Easy-to-use interface for defining
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Till October 15, 1982
$24.95!
LUNAR
RAIDERS
• Your mission is to fly over the
surface and knock out the alien
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• Left, Right, Fire Controls
• 10 Speeds
ON A 272X192
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Till October 15, 1982
$19.95!
6502 SOFTWARE
EMULATOR
• Learn 6502 machine language
onyourZX-81
• User manual
• Plus introductory teaching guide
to programming the 6502
• "Executes" 6502 machine code
onyourZX-81
• Call Z-80 subroutines from your
6502 programs
• Limited 6502 Assembler
(Supports all 6502 mnemonics but
no symbols or macros)
• Graphic display of the 6502's
status
• Single step, multiple break points,
7 different break point conditions
• "Fake" I/O and interrupts
Till October 15, 1982
$24.95!
6502 GRAPHIC
HARDWARE
EMULATOR
• All features of the 6502 Software
Emulator
• Plus graphic display of the 6502
chip's hardware status
• Plus introductory teaching guide to
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Till October 15, 1982
$34.95!
User's manual for any of the
above - $2.00 each
Teaching guide for software and
hardware emulators • $5.00 each
REFUNDED ON PURCHASE
OF PRODUCT
PRODUCT
USER TEACHING
QTY. MANUAL QTY. GUIDE QTY.
TOTAL
CHARACTER CARTRIDGE/$24.95
$2.00
LUNAR RAIDERS/S1 9.95
S2 00
6502 SOFTWARE EMULATOR/S24.95
$2 00
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6502 GRAPHIC HARDWARE EMULATOR/S34.95
$2 00
$5 00
SHIPPING AND HANDLING/S4. 50
$4 50
TOT
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NAME_
ADDRESS.
•Requires ZX-81.
Tested on U.S.
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I he use of this memory is as follows:
8K Sinclair ROM
8 - 16K RAM that is unaffected by
NEW, LOAD, SAVE and can
be used for storing machine
code routines.
16 - 32K BASIC Code, Display file,
Variables, Machine Code
32 - 64K Variables
16K RAM PACK at only $49.95 (£29.95)
including FREE ALIEN ATTACK (7K -M/ code)- value $11.00 (£5.75)
As reviewed in 'Your Computer' -- (March 1982) the leading
U.K. Sinclair Publication. Almost 10.000 units sold in the U.K. so far.
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f . r .^m —# ■ r — <- -* r r i w . i
19 WAYSIDE AVENUE, WORTHING, SUSSEX. BN13 3 JU Telephone: 10903) 65691
- M
Explore the excellence of your ZX81 with a
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Description of memory
0-8K . . . Sinclair ROM
8-16K . . This section of memory
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routines.
16-32K . . This area can be used for
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routines
32-64K . . 32K of RAM memory for
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Memory Extent ion Specialists
Memotech Corporation
7550 West Yale Ave . Suite 220
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Ph.(303)986-0016
MEMOPAK 16K RAM $59.95
With the addition of MEMOPAK 16K,
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The 16K and 64K Memopaks come in
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Free service on your MEMOPAK
Within the first six months, should any-
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Try MEMOPAK with no obligation
You can use our MEMOPAK in your
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Coming soon .....
A complete range of ZX81 plug-in
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MEMOTECH Hi-Res Graphics
MEMOTECH Digitising Tablets
RS232 Interface
Centronic Interface and
Software Drivers
All these products are designed to fit
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Further information forthcoming.
Suite 220 Denver, Colo. 8022?
Yes" I would like to try the Memopak I understand that if I'm not complete satisfied.
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Exp
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t U.S. Dollars
Street,
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SYCO 7^8
The magazine for Sinclair users
i_jn
July/August 1982
Volume 2, Number 4
DEPARTMENTS
4 Letters
1 SYNC Notes Grosjean
I 2 Try This Berggren, Rainwater
1 4 Just for Fun Boynton, Bush, Grosjean
I D Perceptions Omstein
TheZX81 Parser (Part 2)
22 Kitchen SYNC Groupe, Tardiff, Zatkovich
Two to the What?
T4 Hardware Tips ....... Dowell, Hartung, Hornung, Ingle
Ear Input Circuit, Top Line Hook, Power Filtering, Strong
KBD Signals, ROM Changing, Memory Expansion Power,
Thick Black Bars
I O Resources
80 Index to Advertisers
HARDWARE
JO Double Your Memory Schneider
ZX81 internal RAM upgrade
MATH
43 Understanding Floating Point Arithmetic Logan
Part 3
PROGRAMMING TECHNIQUES
64 DEF on the ZX81 Passler
Translating other Basics
68 Handling Strings from Another DIMension Berggren
ZX80 abilities; game
SYNC IN OUTER SPACE
48 ZX Destroyer Fowkes
Alien attack in a fast action Basic and MC game
60 Galaxy Invaders Gervals
Reflex challenge from outer space
61 Micro Invaders Smith
Small aliens; small ships
62 Comet Crusher Dawson
Smash a fragment; save a city
63 Crossing the Asteroid Belt Hampson
Dodge the asteroids
72 Alien Treasure Chandler
Gather before the alien monster gets you
REVIEWS
£.0 Understanding Your ZX81 ROM Keeney
Book review
30 Sinclair ZX Spectrum Tebbutt
Hardware review
Staff
Managing Editor
Contributing Editor
U.K. Correspondent
Secretary
Art Director
Assistant Art Director
Typesetters
Financial Coordinator
Personnel and Finance
Circulation
Advertising Sales Manager
(V<f WBt o
Paul Grosjean
David Ornstein
Martin Wren-Hilton
Elizabeth Magin
Susan Gendzwil
Diana Negri Rudio
Karen Brown
Renea Cole
William L. Baumann
Patricia Kennelly
Francis Miskovlch
Carol Vita
Jim Beioff
Volume 2, Number 4
SYNC (USPS: 585-490: ISSN: 0279-5701) is published bi-
monthly by Ahl Computing, Inc., a subsidiary of Ziff-Davis Pub-
lishing Company. David Ahl, President; Elizabeth B. Staples, Vice
President; Selwyn Taubman, Treasurer; Bertram A. Abrams, Sec-
retary. 39 East Hanover Avenue, Morris Plains, NJ 07950. Second
class postage paid at New York, NY 10001 and at additional mail-
ing offices.
Subscription rates: USA: One year (6 issues), $16; Two years (12
issues), $30; Three years (18 issues), $42. Canada: $3 per year
additional. Other foreign: $5 per year additional.
For SYNC advertising information, contact Jim Beioff. S YNC Advertis-
ing Sales Manager, Ziff-Davis Publishing Company. One Park Ave.. New
York, NY 10016 (phone 212/725-4216).
Al! other correspondence should be addressed to: SYNC, 39 E. Hanover
Ave., Morris Plains, NJ 07950. In U.K.. SYNC, 27 Andrew Close, Stoke
Golding. Nuneaton CV136EL.
Postmaster: Send address changes to SYNC. PO Box 789-M. Morristown.
f%0.
fill
Photos from Star Trek //. The Wrath of Khan courtesy of Bruce Birmelin/Paramount Pictures.
July/August 1982
LSCROLL
Dear Editor:
For entering machine code routines like
LSCROLL (SYNC 2:2) it is helpful to use
the 8K ROM's string concatenation abili-
ties. The procedure involves breaking up
the one long string in line 10 into a series
of shorter strings which are entered line
by line.
Set the lines up as follows:
10 LET D$= "(begin entering mc num-
bers)"
20 LET D$=D$+"(continue entry)"
30 LET D$=D$+ "(continue entry)"
etc.
Thus each new line includes all the
preceding lines, and we end up with the
whole string from the short strings. This
makes it much easier to correct the
entries since each line can be individually
EDITed.
Also, the following lines give several
advantages in SAVEing:
1 GOTO 3
2 SAVE "name of program"
You now do not have to type in SAVE
every time when you want to make sev-
eral SAVEs. Simply type in GOTO 2.
The program will SAVE itself, then RUN
itself. If you want to make more than one
SAVE, you must change the last character
of the name of the program to normal
video from inverse (for some reason, the
system does that).
The real advantage comes when
LOADing because the program will now
start itself!
I have two other hints. DATA state-
ments could be simulated using strings;
the 8K's VAL function could be used to
remove VALues. It usually makes enter-
ing MC easier to show a zero as with a /
through it.
Erik Sawyer
1213 Patriot Dr.
Siideil, LA 70458
Dear Editor:
Douglass Sharp's LSCROLL program
(SYNC 2:2) is a very useful expansion of
the ZXSTs graphics capabilities. As writ-
ten it requires the 16K RAM, but a few
modifications allow LSCROLL to perform
its magic with the 2K RAM since it
occupies only 172 bytes. (The numbers
correspond to the steps in the original
article.)
1) Rather than have D$ take up val-
uable space within the LSCROLL pro-
gram, enter DS first without a line number
as follows:
LET D*= "3AFE47FE16DA61473E0 n
LET D*=D*+" 032FE473AFF47D600CA7147FE15D2714'
LET D*=DS+" 7C376473E1632FF47F53AFF4747F13AF'
LET D*=D$+" E4780FE16DA954726002E163AFE474F0*
LET D*=D*+" 600ED427D32FF47ED5B0C400EFFF53AF '
LET D*=D*+" E476FF 1 26000600 1AFE76CAAF4713C3 A'
LET D*=D*+" 5470CA7E5ED42E1CABC4713C3A547060 '
LET D*=D*+ " 0F53AFF474FF 1 C5D5E 1 237EFE76C2C74 '
LET D*=D*+" 7E5A7ED522B7D4DD600E1C2E047E5D1C '
LET D*=D*+ n 3F5473DC2E84713C3F14706000B13D5E ,
LET D$=D*+ U 123EDB03E001213C10B79D600C2C447C '
LET D*=D*+" 90000"
These lines have the same length as
those in Figure 1 in LSCROLL, but the
entries have been changed to conform to
the addresses appropriate to the 2K RAM.
Furthermore, the arrangement makes
checking the entries easier.
Enter lines 4 and 20-80 as in Figure 1
but change the address in line 50 to 18259.
Then add:
10CLS
90 STOP
100 SAVE "LSCROLL"
1 10 PRINT "GOTO 4 (TO RUN)"
2) SAVE by entering GOTO 100
(NEVER use RUN with this program for
it will erase D$).
3) Enter NEW.
4) Enter POKE 16388,84 and POKE
16389,71. Enter NEW.
5) LOAD "LSCROLL" and then enter
GOTO 4 (as the screen reminder indi-
cates). In a few seconds the number 21093
will appear. If it does not, check for an
error in D$.
To execute, use RAND USR 18260. To
change the values of XX, YY, and CC
(Figure 3), POKE the appropriate values
into 18430, 18431, and 18418 respec-
tively.
Figure 5 should be corrected as fol-
lows:
7F66 with 32614, not 32615
7F95, not 7FA5, with 32661
7FB4, not 7FC4, with 32692
7FE5 with 32741, not 32740
Harold Miller
Mountainview
Route 3
Clarkesville, GA 30523
SYNC Magazine
Software Breakthrough!
* ZX-Man
$14 96
* Joystick
$14 95
*16K Sinclair
Memory
$69 95
* Keyboard
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full-size assembled
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RUNS WITHOUT ANY HARDWARE MODIFICATIONS!
1) Use with or without our joysticks.
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5) 100% Machine Code
6) No Screen Flicker
7) ZX80 and ZX81 compatable
8) 16K Required
THE INNOVATORS
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American Express, Visa, Master Charge, Money order, pc (allow 2-3 weeks to clear)
Please add $2.50 postage & handling
Illinois residents please add 5% III. sales tax
Visit our Showroom 10:00 - 6:00 Monday thru Saturday
MICROCOMPUTERS PLUS, INC.
349 EAST MAIN ST.
GALESBURG, IL 61401
PHONE: (309) 342-9572
Cards
Welcome^
master charge,
Flag Use
Dear Editor:
I just saw a copy of SYNC 2:1 with
Philip Gervais's tip on flag use:
100LETA = ABS(A-1)
A simpler and shorter statement to do the
same thing is
100LETA=1-A
Keep up the good work; I enjoy the
magazine.
David Schultz
Total Information Services, Inc.
PO Box 921
Los Alamos, NM 87544
Dear Editor:
An easier way to change a flag is
LET A = NOT A
This is also 10 bytes shorter,
Tim Goldingham
11 Furze Piatt Rd.
Maidenhead SL6 7ND
United Kingdom
Key and Token
Expressions
Dear Editor:
As Richard W. McDaniel points out
(SYNC 1:6), the use of key and token
expressions in PRINT and REM state-
ments can save typing time and memory.
There is, however, another way to insert
these into a program which is sometimes
easier.
Entering THEN gets the ZX80 and
ZX81 into condition to accept keystrokes
as tokens. Suppose that you want to
define A$ as "STOP SEEING YOUR
NAME IN PRINT FOR THE NEW
YEAR". You would key it in as follows:
10 LET A$ = 'THEN STOP (delete
THEN) SEEING YOUR NAME IN
THEN PRINT (delete THEN) THEN
FOR (delete THEN) THE THEN NEW
(delete THEN) YEAR"
This is easier than it looks. The
"DELETE THEN" procedure uses only
three keystrokes: backspace (shifted 5),
delete (shifted 0) and forward space
(shifted 8).
Basil Wentworth
1413EIlistonDr.
Bloomington, IN 47401
Hams and the ZX81
Dear Editor:
I am a delighted ZX81 owner. I am
also an amateur radio operator (ham).
Rather than trying to communicate
with other ZX81 owners by newsletters. I
would be interested in comparing notes
more directly: I propose to organize a
ZX81 network on radio. This would entail
deciding on the frequency, day of the
week, and time of day. After this we
would conduct our regular communica-
tions on a conversational basis.
Other combination radio amateur oper-
ators and ZX81 users are asked to contact
me so that we can get organized soon.
And, if you have a "ham" on the SYNC
staff, it would be wonderful if he would
meet with us on the air to field some of
the questions which are sure to arise!
Dean Sturm. K8CYW
1823 Enslow Blvd.
Huntington, WV 25701
Ed. — We do not have a "/iam" on our
staff, but we have heard from some
operators interested in combining these
two interests. One ZX81 Ham network is
already organized and publishes a news-
letter QZX (contact Martin Irons, K2MI,
46 Magic Circle Dr., Goshen, NY 10924,
for details). We would appreciate hearing
of any others.
PREMIUM DATA CASSETTES
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LET YOUR ZX80 8K ROM - ZX81 WORK FOR YOU.
ALL PROGRAMS:
On cassette, Require 16K Ram, Are menu driven and
Automatically save on tape.
SALES FILE
Will hold up to 125 products with their wholesale and retail prices
Separates and totals wholesale and retail prices and shows the amount of profit in
up to 25 different accounts
Records inventory automatically or may be changed manually
Keeps a running total of sales tax
Has a cash register mode which will identity, total and add sales lax while it
automatically does your bookkeeping
***A must for any small business."* $19.95
CHECKING;
Lists up to 30 deposits showing amount of deposit and date entered
Lists up to 100 checks and displays check number, date and to whom check was
written
Lists by account the total of the checks written to any given account Keeps a
running total of checks written and the balance left m your account
""Great for tax records.*" 59 95
MAILING LIST
Holds up to 1 00 names, addresses and telephone numbers
Search by name, city, zip code, or phone number to find any address or phone
number quickly
Lists all names
Changes or deletes
'"Christmas cards are a snap with this program."* $9.95
INVENTORY (1)
May be used for everything Irom keeping an accurate inventory for your business
to your personal record collection
Holds up to 1 50 items with comments for each
Comments may be used for serial numbers, dates, prices or location
List all items, search for a single item, change or delete any item
'"Every one should have an inventory of household items in case of fire or
,hert ■ $9 95
INVENTORY (2)
Same as above without comments
"'Holds 300 items .""
$9.95
Three $9 95 programs for $24 95
Add $1 00 per tape shipping
Send certified check or money order to
HEATH COMPUTER SERVICES
950 EAST 52 SOUTH
GREENTOWN IN 46936
SYNC Magazine
For the first time—
AVAILABLE
IN THE USA!
4 NEW Handbooks for
your Sinclair ZX-81 or
Timex-Sinclair 1000!!
************
*******************
MASTERING MACHINE CODE
ON YOUR ZX-81
by Toni Baker
Until this comprehensive, veteasv-to-understand, handbook, there
was virtually no material available about the ZX machine code.
Using this guide you'll learn the ins and outs of ZX machine code
translation. Discover the secrets of the ZX-81 , and even see how to
adapt the code to the ZX-80 machine. When you understand the
language translations between BASIC and the ZX machine code,
you'll enjoy the workings of your computer to the utmost!
49 EXPLODING GAMES FOR THE ZX-81
Edited by Time Hartnell
Galactic Intruders. Breakout, Checkers, Death Maze, Star Trek,
Smugglers Mold, and forty-three other favorites are all here, newly
adapted especially for you and your new ZX-8 1 personal computer.
This fascinating gamebook gives vou programming instructions for
all 49 marvelous games PLUS complete and easy-to-understand
game rules. This wonderfully exciting hardcover playbook can be
yours, order below.
******
* * * *
MAKING THE MOST OF YOUR ZX-81
by Tim Hartnell
All new for you and your new ZX-8 1 . this handbook focuses on the
additional features of the ZX-81 . You'll have new games and use-
ful learning tricks, and you'll also see how to write programs that
really work It will guide you through start to finish, using each
feature and function of your new ZX-81 persona! home computer.
THE ZX-81 POCKETBOOK
by Trevor Toms
This handv new programming manual really gets you into ZX-81
functions. Don't just type someone else"s programs . . .now you can
create your ou n and understand why they work. It's fun to learn all
about computing with the ZX-81 POCKET BOOK as a guide.
You'll lee what your new ZX-81 can do, and what extras will make
it abletodoeven more . . , see how to use ZX-81 BASIC in the best
ways . learn to avoid frustration and retvping with program and
data file storage and retrieval techniques— and for ZX-80 owners,
you'll learn how to convert your ZX-80 to the advanced ZX-81
capabilities. And there's so much more! This road map to the ZX-
81 can be yours it's worth every penny'
Using these books you'll be amazed at how fast you'll become a ZX-81 wizard. Of course, if you don't find the books helpful and inter-
esting return them within 15 days for a full refund, and owe nothing.
RESTON PUBLISHING COMPANY c/o
Mail to: PRENTICE-HALL INC., Book Distribution Center
Route 59 at Brook Hill Drive, West Nyack, New York 10995
Please send me my 15-day trial copies of the following titles:
MASTERING MACHINECODE ON YOURZX-81, by Toni Baker, (R4262 3), $18 95
49 EXPLOSIVE GAMES FOR THE ZX 81, by Tim Hartnell, (R2087-6), $16.95
MAKING THE MOST OF YOUR ZX-81, by Tim Hartnell, (R4189-8). $16.95
THE ZX-81 POCKET BOOK, by Trevor Toms, (R9525-8), $16.95
Name
Address-
City
State-
Zip-
WS4*
Now you can charge your orders! Just fill in the information below:
VISA □ □ MASTERCHARGE
account #.
signature-
expiration date-
Save! If check or money order, plus your states sales tax. accompanies your order, publisher pays all postage and handling charges Same money back guarantee applies
Dept V V-0852-W7-(3)
ZX80 ROMs
Dear Editor:
In Michael Rubesch's "4K/8K ROMs
in One ZX80" (SYNC 2:2) the reference
to "pin 28" of the modules rather than to
"pin 28" of the IC socket was a bit
confusing. Later PC boards do have a 28-
pin socket for the ROM while the ROMs
have only 24 pins. Also I have found that
the earlier ZX80 boards have only 24-pin
sockets if they have sockets at all. The
power pin then is pin 24 of the ROM
module which must be inserted at pin 28
of the later sockets.
Robert D. Hartung
POBox 125
Palmyra, NY 14522
Hardware Suggestion
Dear Editor:
In this avalanche of new hardware for
the ZX81 I wonder how many manufact-
urers realize that many of us bought the
ZX81 because it is small. I can put it and
my equally small cassette recorder into a
thin slipcase and use it anywhere a TV is
available. No other low or medium priced
machine offers that degree of portability.
Every manufacturer of hardware for the
ZX81 should keep this in mind and should
include the size of the product in ads. I
favor stuffing as much memory and other
extensions inside the case as possible.
Harold Miller
Mountainview
Rt. 3
Clarkesville, GA 30523
Inventory
Dear Editor:
The Inventory program {SYNC 1:6)
was both enjoyable and useful. Here is an
improvement to SAVE the program (and
variables) as directed by the prompt in
line 2018:
Change line 2020 to:
2020 IF S$-C THEN SAVE
"INVENTORY"
Add:
2019 INPUT S$
2021 STOP
Thanks for a great magazine!
TSGT Chuck Taylor
Diyarbakir
Turkey Si
Brute Birmelin/Paramounl Pictures.
add memory that won't forget! !
EXTEND YOUR ZX81 SYSTEM
d Modify the Sinclair firmware
d Add your own system utilities
n Install permanent machine language
subroutines
□ Up to 8K nonvolatile memory
□ Use 6116 RAM or 2716/2732 EPROM's
d Compatible with 16K RAM packs
COMPLETE KIT:
Plated-through, masked, § silkscreened
pc board; all components, sockets, and
connectors; supplied with a 2K 6116P-3
CMOS RAM (board will accept up to 8K) .
Bare board $15 post paid. Check/money
order (MI residents add 4%) to:
HUNTER 1630 Forest Hills Dr. Okemos
<tAi kQC Michigan 48864 . — .
$214— Pleas e include $1:95 tf)
^™^^ Shipping § handling ^-^
OMNI TEMPLATE
FOR IX -80 and IX -81
WHA T IS OMNI TEMPLA TE?
It is a template program for generating other programs.
While developing programs, our staff needed a collec-
tion of general utilities to avoid the burden of repeating
the same routines over and over. This gave birth to
OMNI TEMPLATE. We found it so effective that we
decided to share it with others.
WHY SHOULD YOU HA VE IT?
It is a great training tool. It helps you to develop a habit
of writing professional-looking programs rather than
rag-tag patch works. It makes programming fun.
WHAT DO YOU GET?
You will receive a cassette tape of OMNI TEMPLATE
Program prerecorded and ready to use. Three addition-
al programs: RACING, INDEX-CARDS and FIT-
POINTS, which were developed by OMNI TEMPLATE,
are on the tape in addition to OMNI TEMPLATE. A
complete listing of OMNI TEMPLATE and a well-
documented manual describing how to use OMNI
TEMPLATE is included.
HO W DO YOU GET OMNI TEMPLA TE?
It is $9.50, if ordered before September I, 1982. It
becomes $ 1 4.50 after that. Please add $ 1 .00 for shipping
and handling. Send money order or check to:
Omni Technology
P.O. Box 10630
Pittsburgh, Pa 15235
PA resident please add 57 cents for PA sales tax.
V
A
\
KAYDE Electronic Systems
ZX80/1
ZX KEYBOARD WITH
REPEAT KEY
Fully cased keyboard $75.90
Uncased keyboard $55.90
Keyboard Case... $21.90
This is a highly professional keyboard using executive buttons as found on top quality
computers It has a repeat key and comes complete in its own luxury case This is a
genuine professional keyboard and should not be confused with toy keyboards currently
available on the market
KAYDE 16K RAM PACKS
The 16K RAMPACK simply plugs straight into the user port at the rear of your computer It is fully
compatible with all accessories and needs no extra power and therefore it will run quite happily on your
Sinclair power supply It does not over-heat and will not lose memory at all As you may know, some
makes go down to 1 1 K after being on for a while
This 16K RAMPACK is very stable and will not wobble or cause you to lose your programme
fully built and tested with a complete money-back Guarantee
I comes
KAYDE FLEXIBLE RIBBON CONNECTOR
Stops movement of RAM PACK and other accessories t^^^W*
(Not needed with a KAYDE RAMPACK) ^ ^S.ft) !
KAYDE 4K GRAPHICS BOARD ^^
The KAYDE Graphics Board is probably our best accessory yet It fits neatly inside you' ZX8V It
comes complete with a pre programmed 2K Graphics ROM This will give nearly 450 extra graphics
and with the inverse makes a total of over nine hundred
The KAYDE Graphics Board has facilities for either 2K of RAM (for user definable graphics). 4K of ROM
or our 4K Tool Kil Chips that will be available shortly All the graphics are completely software
controlled, therefore they can be written into your programmes Here are a few examples A full set of
•pace Invaders — Puckman — Bullets, Bombs — Tanks — Laser Bases and Allen Ships.
NO EXTRA POWER NEEDED
KAYDE 16K GRAPHICS BOARD SOFTWARE
PECKMAN The only true ZX version of the popular arcade game
Centipede In alt I think this is the best presented moving graphics program I've yet seen Phil Garrett
interlace
SPACE INVADERS The best version available anywhere Graphics software can only be used with a graphics board
KAYDE 16K 81 SOFTWARE
Centipede In all I think this is the best presented moving graphics program Ive ^et seen Phil Garratt.
Interlace
3D/3D Labyrinth A Cubit Maze that has corridors which may go left, right, up. down Peckman (the
latest addition in 81 games)
WHY WAIT TO PAY MORE —
FAST t IMMEDIATE DELIVERY
Post to: Dept SY1
Kayde Electronic Systems Ltd
The Conge
Great Yarmouth
Norfolk NR30 1PJ ENGLAND
Tel 0493 57867 (Dept. SY1)
Please pay by
International money order or certified
cheque for immediate delivery.
PImm und me ZX Keyboards with rtpMi key $75.90 ««ch
Pleaeesendme 18KRAMPACKS $59.90 —cb
Pleaee send me Flexible ribbon connectors $25.90 each
Please send me 4K graphics boards $59.90 each
Please send me 16K graphics boerd software $1 1 .90 aach
Please send me NWet software $11.90 aach
(enclose .. __
Name
Address _
Please add $5 p&p for all hardware and $2 for ail software. Please make
cheques payable to Kayde Electronic Systems Lid
5L|nc rotes
Paul Grosjean
SYNC in Outer Space
Space games lead the list of the games
that SYNC receives. This we would
expect since shoot-the-aliens games have
become standard fare in the computer
game field.
Certainly the computer is ideal for
playing such games. As we have seen in
recent years, modern instruments of war
depend heavily upon computer controlled
technology. Hitting the target used to be
the result of an almost intuitive interpre-
tation of a host of variables which was
then put into action by eye/muscle coor-
dination. The most important factor in
hitting the target seemed to be luck —
another name for the unknown or inmea-
sureable variables. The lack of instru-
ments to measure and calculate led to the
use of massive fire power in the hope that
something would hit the target even-
tually.
Now, however, hitting the target is a
matter of computation based on precise
measurement with lasers or radar. Since
space warfare involves speeds, distances,
power, and logistics beyond our exper-
ience, it is necessarily computer warfare.
While the technology was developing
that made space warfare possible, our
imaginations were also being prepared.
Science fiction writers such as E. E.
Smith, A. E. van Vogt, and Isaac Asimov
prepared us to think of conflict between
humans and aliens and between humans
and humans on a galactic scale.
Movie features and serials provided our
imaginations with the visual and sound
effects, The famed radio broadcast of H.
G. Wells's War of the Worlds in 1938
raised conflict with the aliens high in the
national consciousness. Finally TV put
space into every living room. The old
movies were shown again, the new movies
reached larger audiences, and programs
were developed around science fiction
themes, most notably Star Trek. A space
vocabulary has developed and become
part of our daily vocabulary.
We have the building blocks for story
telling, and the computer has become the
means of telling the story, but now the
player participates in unfolding the story.
LET A = (something) is necessary to the
computer, but to the player LET A may
really equal a space ship, an alien, a
minefield, a forest, a castle, a maze —
whatever the imagination desires. A given
computer program can provide a host of
stories without changing a line in it. We
only need to change the terms we assign
to the variables and the relationships we
have instructed the computer to work
out.
In order to simulate some of the un-
knowns of real life, we even introduce
random numbers and elements into the
program. SYNC receives from time to
time games that are purely the "battle of
the random numbers." In general, unless
the program illustrates some significant
programming techniques, these are
rejected because the player's skill and
judgment are vital parts of any satisfying
game. If the player wins, he can claim the
victory for his skill or ability; of course, if
he loses, he can still blame bad luck.
In this issue we have gathered some of
these games into a theme section "SYNC
in Outer Space." We are grateful to
Paramount Pictures for providing photos
from Star Trek II to highlight our theme.
1**$^ FOR YOUR
ZX-81/TIMEX1000
''KEYBOARD BLEEPER— Provides audible feed-
back, improves your keyboard cheaply, fits in-
side. All simple plug-in connections. No Solder-
ing Required. Aids faster more accurate pro-
gramming. All normal and shifted keys bleep in
slow and fast modes. (All 210 characters)
$19.00 includes instructions and postage/hand-
ling.
'LOADING AID — Removes guesswork from ad-
justing cassette recorder volume. Optimum level
attained when red and green LE.D.'s flash in
unison. Plugs-in between computer and
recorder.
$21.00 includes instructions and postage/hand-
ling.
'T-SHIRTS— Black with red lettering "Sinclair
ZX81 ". State size required, 24" — 44".
$7.00 includes postage/handling.
FULCRUM PRODUCTS, DEPT. U
HILLSIDE STEEP LANE
FINDON, W. SUSSEX, ENGLAND
BN14 0UF
COSMONICS
ZX81 HARDWARE/SOFTWARE EXTENTIONS
CS 17 Cassette Read/Write Utilities. Allows the user to
selectively read & write strings and arrays to a cassette,
which can be used by the same program or a different pro-
gram.
CS 17 cassette $20.00
CS 21 Software for TTL Serial Output Port. Provides cor-
rect RS232 timing; provides Sinclair character set transla-
tion to ASCII.
CS21 .cassette $10.00
*CH 21 Complete Plans for 2 IC Serial Output Port for ZX81 .
CH 21 plans $10.00
*CH 21 K 2 IC Serial Ouput Port Kit for ZX81 (complete
plans and parts)
CH21K kit $15.00
CS 22 Software for Serial Input. Provides RS232 input tim-
ing and provides ASCII to Sinclair character translation.
CS22 cassette $10.00
*CH 22 Complete Plans for ZX81 Serial Imput Port.
CH 22 plans $5.00
CH 24 Complete Plans for RS232<— 3> TTL Level Converter.
CH24 plans $10.00
CH 46 46 pin edge connector for ZX81.
CH 46 connector $ 8.00
All cassette software listed here requires a minimum
of 2K RAM
'Note: Any modification made on the ZX81 may
invalidate the Sinclair warranty.
Please add $1.50 postage and handling with each
order.
California residents add 6% sales tax.
COSMONICS, Box 10358, San Jose, CA. 95157
10
SYNC Magazine
WANT TO FIX YOUR SINCLAIR? ADD MORE MEMORY? ADD A BUSS? WE GOT YOUR PARTS.
We carry all the parts you need to repair your Sinclair with the exception of the Sinclair Logic Unit, the ROM,
and the Printed Circuit Board. In addition we carry OK. WELLER. and XCELITE tools. HAMMOND, and PAC TEC
cases and VECTOR breadboarding and prototyping supplies. We stock resistors, capacitors, integrated circuits,
descrete solid state devices, switches, sockets, connectors etc. etc. Below is a very small sampling of our products.
If you see what you need give us a call, if you don't write for our free catalog.
INTEGRATED CIRCUITS
VOLTAGE REGULATORS
-4*
POSITIVL
7805 +5V
7812 +12
7 815 +15
7824 4 24
NEGATIVL
7905 SV
791 2 12
7915 1 *>
1.25 1. 1.
HEAT SINK 25«
LM323K
3AMP
HEAT SI NK 75«
5VOLT
3.95
C.P.U. & SUPPORT
Z80A CPU 9.45
Z80A PIO 7.65
Z80A CTC 7.65
Z80A DMA 19. 9 5
Z80A SIO/2 23.95
MEMORY
2114 1KX4 STATIC 4.00 3/28.00
4118 1KX8 STATIC 8.25 8/58.00
6116 2KX8 STATIC 14.95 8/125.00
4116 16KX1DY IMAM 3 50 8/24 00
2716 2KX8 EPROM 12 00 8/84 00
2732 4KX8 EPROM 19.95 8/135 00
TTL
PARTIAL LISTING
7400 24 74LS00 25
7403 .24 74LS03 25
7409.... .28 74LS09, 30
7490 .35 74LS90 45
74148... .75 74LS1 38... .70
74154.. 1.25 74LS154.. 1.7 5
74190... 75 74LS1 90... .85
74LS244 1.00 74LS245.. 1.7 5
CMOS
PARTIAL LISTING
74C00 40 4001 30
74C02 A .0 401! 3C
74C30 .40 4016.... 60
74C90.... 1.35 4020... 1.20
74C1 54.. 4.25 407 1 30
74C240.. 2.35 4511... 1.15
74C244.. 2.35 4553... 3.95
LINEAR
MC3401 QUAD OP AMP 50
MC1555 TIMER _ .45
BI-FET OP-AMPS LOW NOISE
SINGLE TL081... .75 TL071 .. .90
DUAL TL082. 1.25 TL072.. 1.50
QUAD TL084.. 2.25 TL074. 2 50
FULL-SIZE KEYBOARD
INCREASE YOUR COMPUTING
TIME BY DECREASING TYPING TIME
ADD A FULL-SIZE KEYBOARD TO YOUR
ZX 80/81 OR MICROAGE. YOUR FINGERS
WILL LOVE YOU FOR IT.
GOLD CONTACTS
WIRE WRAP OR
SOLDER TAIL
5/50
OUR KEYBOARD HAS 62 KEYS SO YOU CAN
ADD LOTS OF EXTRA FUNCTIONS. WE WILL
EVEN SEND YOU PLANS ON HOW TO ADD
SUCH USEFUL THINGS AS AUTOMATIC SHIFT
ON CERTAIN FUNCTIONS. AUTOMATIC REPEAT
AND RESET. EACH KEY HAS GOLD CONTACTS
AND IS FIRMLY MOUNTED TO A BLACK METAL
PLATE WHICH MEASURES 15-1/2" BY 4' AND
DOUBLES AS AN ATTRACTIVE FACE PLATE.
BEST OF ALL YOU CAN GET YOURS IN KIT
FORM, COMPLETE WITH INSTRUCTIONS. OR
WIRED AND READY TO GO EITHER WAY WE
WILL INCLUDE THE EXSFANSION PLANS.
KEYBOARD KIT 34.95 WIRED & TESTED .49.9 5
YOUR
ULTIMATE POWER SUPPLY
WHY WASTE TIME BUILDING NEW POWER
SUPPLIES WHEN YOU WANT TO EXPAND?
BUY AN ULTIMATE SUPPLY AND SPEND
ALL YOUR TIME ON PROJECTS NOT P.S.
MULT1 VOLTAGE
FOR DYNAMIC RAMS ETC.
INPUT _ 1 20 - 220 VAC
OUTPUTS +5VDC--5AMP
+ 1 2VDC =1 AMP
- 1 2VDC-1 AMP
1 2VAC-! /2 A.
SJ/4X/-1/2X4 H MOD CPS-59 50.00
PARTS & PLANS TO CONVERT 12VAC TO
+ 24 FOR EPROM PROGRAMING ADD. -5. 00
SINGLE VOLTAGE
FOR CMOS & TTL LOVERS
INPUT 120- 220 VAC
OUTPUT +5VDC -9AMP
DIM. 91 /2 X 5 X 5
MOD CPS-169. 50.00
ALSO AVAILABLE
5VDC-3AMP MOD SPS 30-5... 24. 95
5.8VDC-1 .2AMP MOD SPS 1-5 5.95
1 20 IN
12 IN
SINCLAIR
CONNECTOR
R. F.
MODULATOR
USA VHf- 5.9 5
DATA
CASSETTES
1
10 for 15
M*d4 ''). Daiapo.ni
by Mated
high strength sheii
•
JOYSTICK
4 1QK Linear pots
1 V2 metal handle
2 V8 square
S5.95
SOLDER
KESTER 60 40
Rosin core 020 dia
1 Pound Roll
IC SOCKETS
»PI N
SOL
WW
8
.20
.65
1 4
.25
.70
1 6
.30
.75
1 8
.36
.95
20
.40
'.10
22
.45
1 .20
24
.50
1.25
28
S5
1.70
40
.75
1.95
SOLDERING IRONS
WFI I FR
WP25 120V 25W 17.03
WP40 120V 40W 20.93
PENCIL THIN IRON (NOT SHOWN)
WM 1 20 1 20V 1 2W 1 9.47
SOLDERING TOOL STAND
STAND WITH SPONGE,
BASE & RECEPTACLE.
FITS WP-25 WP 40 W-60
MOD PH-60 10.14
FITS WM-1 20
MOD PHM-120.
WIRE WRAP WIRE
K Y N A R #30 WIRE WRAPWIRE
PRECUT TO LENGTH THEN |"
STRIPPED FROM EACH END.
WE GOT IT IN RED, YELLOW,
BLUE, BLACK. WHITE & GREEN
LENGTH 100/BAG
1 000/BAG
3.0" 1.45
7.50
3.5" 1 s*
S.25
4.0" 1.65
9.00
4.5" 1.75
9.75
5.0" 1.85
1 0.25
ADD'L 0.5" UP TO A
TOTAL
OF 1 0.0" .1
.75
#30 BY THE SPOOL
100' ...3.95 500'
..1 1 .95
1000" ,.,19.
95
HOBBY WRAP TOOL
AUTO-INDEX — |j* Wk\
ANTI-OVERWRAP
MODIFIED WRAP
TOOL WITH BIT
BW26 30B 27.9 5
^
HAND WRAP TOOL
WRAPS AND UNWRAPS
BUI LTIN#30 WIRE STRIPPER
WSU3 0...JREGULA.R .7.2 5
WSU30M MODIFIED ...8 25
DESOLDERING PUMP
EASY ONE HAND OPERATION
ALL METAL CONSTRUCTION
REPLACEABLE TEFLON TIP
REGULATED SUCTION
DSP' 1 1 85
VACUUM VISE
&
VACUUM BASED
LIGHT DUTY VISE
1-1 /2" WIDE JAWS
1-1 /4" TRAVEL
VV1 4.1 5
INSERTION/
EXTRACTION TOOLS
i
INS14I6 INSERT TOOL 4.35
MOS SAFE INSERT TOOLS
MOS1416 14-16 PIN 9.95
MOS2428 24-28 PIN 9.95
MOS40 36-40 PIN.... 10.95
EXTRACTION TOOLS
EX1 14-16 PIN I .49
EX2 24-40 PIN 9 95
WK7 COMPLETE KIT ...3 7.9 5
CLIP AND STRIP
»
CUT AND STRIP#30
WIRE IN ONE OPERA-
TION. TAKES A LOT
OF THE WORK OUT
OF WIRE WRAPPING.
CAS1 30 2.29
TERMS
Check, money order, VISA, or
Master charge. Add $3,00 for
shipping and handling. Texas
residents add 5% state sales tax.
Foreign orders add $10,00 lor
shipping. U.S. tunds only.
Limitea quanities on some items.
ALTEX ELECTRONICS
618 W. Sunset
San Antonio, Texas
78216
1-512-828-0503
tru tni!
"Try This" features short programs to
show off your computer, impress your
family and friends, and tickle your imagi-
nation when SYNC arrives at your place.
Send your contributions to: Try This,
SYNC, 39 E. Hanover Ave., Morris Plains,
NJ 07950.
4K ROM
Type in the following program. Then
RUN and NEWLINE. Type in any char-
acter or symbol when the quotation marks
appear and hit NEWLINE again. Observe
the results. Repeat until you get back to
program. Note the program.
Our thanks to:
Ken Berggren
104 Ridgeway Ave.
Louisville, KY 40207.
5 PRINT 1
10 POKE 1B4-2'
15 DIM ftfSJ
20 LET B=1£Q
25 INPUT C$
30 GOTO S
SK ROM
Type in the following program. Then
hit RUN and ENTER. Observe the results.
If you like, you can substitute other
characters in the print statements in Lines
20 and 50.
Our thanks to:
Ross A. Rainwater
305 Regal Drive
Lawrenceville, GA 30245
'***'
'•***■
I® FOR X=10 TO IS
15 SCROLL
20 PRINT T^B IX> J '
30 NEXT X
4-0 FOR X = 1S TO 10 STEP
4-5 SCROLL
50 PRINT TftB (X) , '
60 NEXT X
70 GOTO 10
5 PRINT 1
1® POKE ^16427) ,1
15 DIM RfSO
a© LET B=1SS
25 INPUT C$
30 GOTO 5
Bruce Birmelin/Paramount Pictures.
SEEK OUT AND
CAPTURE THE
LANGUAGE OF MAN!
Battlefield:
a 24x32 grid
Opponents:
up to 26 characters of the
alphabet
Weapons:
your mind and the invincible
cursor
Strategy:
to render your opponents
powerless by capturing them
with the cursor. Caution! To
recross your path is to abort
the mission!
Also available:
Life, a simulation of biological
systems, with a high speed
48x64 graphic palette.
Both well-documented games are written in
machine language for the ZX81 with 16K.
$9.95 each. Order by phone or mail. Watch for
exciting new developments coming soon from
NON TRIVIAL SOLUTIONS
Quantity
Price
Total
LETTER
RAIDERS
LIFE
□ Check enclosed. Charge my □ Mastercard □ Visa
Card No. Exp. Date
Signature _
MS TRIVIAL HUITUIR
P.O. Box 2941
Amarillo, Texas 79105
806/376-5723
12
SYNC Magazine
SOFTSYIMC,
TS 1000 & ZX81 SOFTWARE!
HANG
MAN
f/Vi
Remember wher, you played Hangman as a child? We've created a learning tool for you!
and your children which contains 7 versions of Hangman on the ZX81
Your child can play against the computer's 5 pre-recorded libraries of categorized words,
(each word up to 1 7 letters) Animals, Science, Countries of the World. States of America, and
Fruits and Vegetables,
As a special feature during the game, each program will pick a word from its own library,'
then compare it with the last 50 words played so you will not get repeat words for at leastan
hour of play. Also the computer keeps a running account of how many words you get right
and wrong.
In the 6th version, you or your child may also play against an opponent The computer
requests players names, keeps score and generates the Hangman graphics.
The seventh option allows you to create and save your own versions with up to 500 words
each. This is ideal for parents to create special spelling drills for their children.
Hangman is a great spelling and vocabulary tool for youngsters 6-12 years old, although
its the kind of game adults have been known to indulge in too
16K $14.95
SUPERMAZE
SUPERMAZE is a three-dimensional maze program with
extraordinary full screen graphics that challenges you to
work your way through a complex labyrinth of corridors
Enter SUPERMAZE at your own risk and carefully choosethe
right combinations of passageways to reach the end in the
fewest possible moves
This graphically illustrated adventure game is full of
hazards to impair your ability to get through it. For example as
you wander through the endless corridors, you have to be
careful because there are hidden trap doors you can fall
through, finding yourself in another part of the maze
But SUPERMAZE also features some helpful devices to aid
your journey You can have a compass to guide you or stones
to drop along the way to let you know if you have already
passed through a section of the maze
Written with many machine code subroutines,
SUPERMAZE allows you to choose from ten mazes of
increasing difficulty In addition you can create and store
mazes of your own design
At the beginning of the program, you are given a choice of
options to play including:
• A map option to see where you've been but not where
you are going
• An option to find and take with you gold bars in the maze
This helps you to develop skill in maneuvering
• Stones to drop along the way
• Optional randomly placed trap doors
• The compass to guide you
16K $14.95
ROAD TO RICHES
People have always said, "If only I had some money to play
with, I could turn it into a fortune I could be rich'" Well this is
your dream come true -- an opportunity to show your
prowess at making wise investments because you have just
been given a million dollars -- to play with'
Can you turn it into ten million 9 Or will you lose it all on a
nsky investment? It's up to you
ROAD TO RICHES is an entertaining and educational
computer game in which up to four players are given
opportunities to invest in business ventures in an attempt to
increase their assets
The program simulates a fast-moving world of investment
in which you are confronted with all kinds of investments
ranging from conservative real estate opportunities to highly
risky Broadway shows
The program carefully weighs the risk of each investment
and your chances for winning or losing Like real life, low risk
usually means (but not always) low yield while high risk can
mean hitting the jackpot or financial disaster
Some investments give you more working capital while
others give you equity with annual returns
Pit yourself against a wheeler-dealer and see if. over a
period of seven years, you can come out on top ROAD TO
RICHES is fun and informative, realistically portraying the risk
and skill of high finance
*16K $14.95
PLUS MANY MORE ZX81 PROGRAMS)
WRITE FOR FREE CATALOG
Please send me:
copies of HANGMAN® $14.95 ea
copies of SUPERMAZE® $14.95 ea
copies of ROAD TO RICHES
@ $14.95 ea charge to
Please indicate method of payment — O VISA/ Bankamen card
O Check, money order (no cath please) D Mastercharge
No Exp date
Signature .
Add $1.50 shipping and handling.
New York residents add sales tax.
SEND CHECK OR MONEY ORDER TO:
SOFTSYIMC, U\IC
PQBgk48Q Murray Hill Station, r^ew^rtxk, NY 10156 (212)685-2080
NAME
ADDRESS
CITY
STATE/ZIP
8K ROM; IK RAM
just Far pun
Generally SYNC prefers articles in some
depth to help you get more out of your
computer. However, we receive many
short programs that illustrate a point,
demonstrate a technique, or show some-
thing the reader has found interesting.
"Just for Fun" shares these programs with
you. If you learn something, great. If you
have some fun, great. If you have some
that you want to share, send them to: Just
for Fun, SYNC, 39 E. Hanover Ave.
Morris Plains, NJ 07930.
Graphics Loop I
Bernard Bush
One technique for squeezing more into
the limited memory iri the basic ZXM1 is
to use a loop. The following program
illustrates the method applied to create a
continually changing graphics display. Enter
the program. Then be sure you are in
SLOW mode. Hit RUN and ENTER and
enjoy the show.
10
REM GRAPHICS LOOP
20
LET fl=INT
(RND*10) +1
30
LET B=INT
(RNJ>*10) -el
4-0
LET e=INT
(RND*10> +1
50
LET D = INT
(RND*10) +1
50
LET E = INT
(RNP*10) +1
70
PRINT
80
PRINT
90
PRINT
100
PRINT
• 10
FOR J = l TO
58
120
PRINT CHR*
R;
130
PRINT CHR$
B,
140
PRINT CHR*
C;
150
PRINT CHR*
D,
160
PRINT CHR*
E.
170
NEXT U
180
UNPLOT U,U
-18
19©
GOTO 10
200
REM STOP WITH BRERK
Bernard Bush. Rt. 2. Mansfield, MO 6S704.
14
Graphics Loop II
James Grosjean
The same screen display developed in
"Graphics Loop I" can be achieved by
the following program which establishes
the loop through a technique suggested
by Ken Berggren in his "Handling Strings
from another DIMension'm this issue.
18 FOR 1=1 TO 5
20 LET R=RND*9+1
30 POKE 16537.38+1
4-0 NEXT I
50 POKE 16537.36
60 PRINT RT 6 .
70 FOR J = l TO" 58
80 PRINT CHR* PI, CHR* B;CHR* C.
CHR* D. CHR* E;
90 NEXT J
" 00 RUN
James Grosjean. 50 Kings Rd., Chatham, NJ 07928.
Draw It
Robert S. Boynton
Many drawing programs require you to
encode a picture and then display it. but
this short program allows you to draw
and edit a detailed picture even in IK.
Enter the program, be sure you are in
SLOW mode, and press RUN and NEW-
LINE. A black pixel will be displayed at
center screen. You can move the pixel by
using the arrow keys (no need to shift). If
you make a mistake or you want to move
without leaving a mark, press RUBOUT
and the pixel will flash. You can now
move it to a new location or backwards
to erase. Press RUBOUT again to return
to plotting. You can also put any keyboard
character into your picture by pressing
the EDIT key I no shift), and insert the
character you want in the quotation marks.
Press NEWLINE and the character will
appear at the pixel location. The RUBOUT
feature works on the printed characters.
Do not go beyond the normal machine
plotting area or error B will result. If you
do not want to use the characters, you
can omit lines 1 10 and 130 to 150.
20
30
4-0
50
60
70
6©
90
LET Z=0
LET X=32
LET Y=22
PLOT X ,
IF
1
1
1
1
100
T 2
110
120
130
140
150
HEN UNPLOT X.Y
THEN LET
IF INKEY*= 5
IF INKEY*="S
IF INKEY*-"&
IF INKEY*s"7
IF INKEY*= "0
INKEV»="1
IF
=X-
=X +
:Y-
=Y +
•HO
THEN GOSUB 13
THEN LET
THEN LET
THEN LET
THEN LET
GOTO 4-0
INPUT R*
PRINT H*
RETURN
Robert S. Boynton. 189 David Humphreys Rd.. Derby. CT 06418.
SYNC Magazine
BYTE-BACK m
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INSTANT INFORMATION
WITH
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D M-16 Kit $59 95
D M-16 Wired and Tested $69.95
D M-16 Biank PC Board $19.95
D Modem Kit $99.95
D Modem Wired and Tested $119.95
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Mail To BYTE-BACK CO. • Rt. 3. Box 147 • Brodie Rd. • Lee»ville, S.C. 29070
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David B. Ornstein
The ZX81 Parser (Part 2)
In the last issue I began a discussion of
the ZX8Ts parser which is a complex and
tricky combination of software tech-
niques. In this issue I will continue the
discussion by detailing the main parser
routines.
Syntax Checking vs. Execution
When you enter a line into the ZX81,
the parser is called twice to evaluate it.
The first time is when you hit ENTER
after you have just typed a line into the
system, This call instructs the parser to
check the syntactic correctness of the
line entered. If the line is in error, an S
cursor is placed in the line at the appro-
priate position. The parser then returns
to the keyboard routine to permit the
user to correct his error. The process by
which any syntax error is shown to the
user is simple: an RST 8 instruction is
executed. This instruction is followed by
a byte which specifies the "REPORT
NUMBER". The RST 8 begins execution
by loading X-PTR with the value of CH-
ADD, the system's interpreter pointer (see
the ZX81 BASIC Programming Manual,
chapter 28).
If there are no syntax errors, the parser
returns, and the line is converted into its
internal representation which is shown in
Figure 1.
At this point, one of two actions will
occur. If a line number was specified, the
internal representation will be stored in
the program area. Note that, if the text of
the line is null (i.e., there is no text after
the line number), and if a line number
was given, the old version of the line, if
any exists, will be deleted. If no line
number was given, the parser will be
called again. This time, however, it will
execute the line.
Clearly, some method must exist to tell
the parser whether it should check-syntax
or execute the line passed to it. A bit (bit
7) in the FLAGS system variable is allo-
cated for this use. If the parser is to
execute the line, the bit will be set.
Otherwise (i.e., syntax-check only), it will
be reset. Thus the designation EXEC/
SYNTAX. A routine SYNTAX-Z (0DA6)
is used to check this bit. This routine will
return Z true if just-checking is specified.
It returns Z false (i.e., NZ) if execution is
to occur.
To clarify the use of this flag, let me
give an example. Suppose the parser is
passed the following line:
PLOT 5,10 A
The code that will be executed is chosen
by the parser. This process is detailed in
"The Parser Body" below.
It must be made clear that the process
of fetching arguments and checking
syntax cannot be thought of as disjointed.
In the case of the PLOT command, as is
the case with almost all other commands
which take arguments, all arguments are
passed to Section B on the "calculator
stack." (See "Understanding Floating
Point Arithmetic: The CALCULATOR
Language," by Ian Logan, SYNC 2:2.) As
we will see in the next section, the rou-
tines used to fetch arguments check
syntax, implicitly, as they move CH-ADD
through the line — or rather the routines
used to check syntax and fetch arguments,
implicitly, as they move CH-ADD through
the line.
The Parser Body
The ZXHTs parser is table-driven. This
means that all syntax checking and exe-
cution are directed by a series of tables.
Figure 1: Tke internal representation of a line in Basic.
f
ENTER
Text of Line
Length of Line (16 bits)
Line Number \ 16 bits)
Listing 1 : The Parser Code.
P-OFFSET:
.BYTE $8B,$8D,$2D,$7F, $81,3^9, $75
BYTE $5F f $40 f $^2 f $2B f $17.$lF f $37
BYTE $52,$45,$0F»$6D,$2B,$^,S2X
BYTE $5A,$3B f $4C i $^5.$0D i $52 f $5A
BYTE $4D,$15,*6A
16
SYNC Magazine
Listing 2: The Offset Table.
The parser code is given in Listing 1.
There are two entry points into the
parser: LINE-SCAN and LINE-RUN.
When calle d via LINE -SCAN, the parser
sets EXEC/SYNTAX to SYNTAX (i.e..
Ot. and calls E-LINE-NO. This subroutine
is used to check the line number specified.
If the line number is outside the bounds
of a legal line number, a REPORT "C" is
issued. If the line number is valid, LINE-
SCAN falls through to LINE-RUN.
As you probably know, the ZX81 will
accept an expression as the argument to
an INPUT statement. The parser is used
to evaluate this expression. The first
action performed by the parser (entered
via LINE-RUN) is to check whether an
INPUT statement is being executed. This
condition is specified by bit 5 of FLAGX.
If an INPUT statement is currently being
processed, one of the two actions will
occur. If the fir st charact er is a STOP,
and the EXEC/SYNTAX flag = EXEC,
the parser will exit by using RST 8 to
signal a REPORT "D*. If the first char-
acter is not a STOP, then the parser jumps
to INPUT-REP (see CIass-2). If an INPUT
statement is not being executed, a jump is
made to LINE-NULL.
The parser, continuing execution at
LINE-NULL, now checks to see if the line
is null, If it is, the parser returns immed-
iately. If the line is non-null, the parser
checks to be sure that the first character
in the line is a command. Once again, if it
is not, REPORT U C M will be issued.
Assuming that the first character in the
line is a command, the parser continues
by calculating the address of the com-
mand s entry in the parameter table. This
is done by using an offset table (0C29).
The offset table and the paramater table
are shown in Listings 2 and 3,
respectively.
Reviewing the parameter table, you will
see that each command entry specifies
the format of a particular command, For
example, PLOT (0C98) is shown to be
eomprsised of a CLASS-6 item, a comma
(.), and another CLASS-6 item. After
finding the currently executing command
in the table, the parser falls through into
a loop { GET-PARA M), which is respon-
sible for fetching successive parameter-
bytes from the command's entry.
After fetching a byte, GET-PARAM
checks its value. If the byte's value is
greater than OBh. the GET-PARAM loop
jumps to the SEPERATOR routine which
checks the character in the line against
the specified parameter-byte (i.e., or=,
etc). If a match is found to exit,
SEPERATOR returns to the beginning of
the GET-PARAM loop. If the characters
did not match, REPORT "C" is issued via
RST 8.
F-LET:
F-G0T0:
F-IF:
P-GCSUB;
P-STQP:
F- RETURN;
P-FOR:
P-NEXT;
F-FRINT:
P- INPUT:
P-DIMi
r -REM J
P-NEW:
?-R T
P-LIST:
SET-STRLNi
DtTM .
CLASS-2:
QT-REP:
.BYTE $01, $14, $02
BYTE $06, $00
.BYTE $81,$0E
.BYTE $06,$DE,$05
.BYTE $AB,$0
,BYTE $06,$00
.BYTE $B5,$0E
.BYTE $0G,$DC,$0C
.BYTE $00,$E8,$0E
.BYTE $04 , $14 , $06
■BYTE $CF f $G6,$05
.BYTE $B9,$0D
, BYTE
.BYTE
$04, $00
$2E f $0E
.BYTE $05,$CF t $0A
.BYTE $01, $00
.BYTE $£9,$0S
.BYTE $05, $09,314
P BYTE $05,$6A,$0D
.BYTE $00,$C3, :
.BYTE $Q3,$AF,$GE
■BYTE $03,330,307
.BYTE $06, $1 A ,306
.BYTE $00, $92, $QE
CALL NZ.STK-FETCH
LD ML, FLAGX
OR (HL)
LD (HL).A
EX DE.HL
LD (STRLEN),BC
LD (DEST),HL
RET
POP BC
LD A, (FLAGS)
PUSH AF
CALL SCANNING
POP AF
LD BC,$1321
LD D,( FLAGS)
X0R L
.AND $40
Class 1
11 ti
Class 2
Class 6
Class
Addr-$0E8l
Class 6
TlIFi
Class 5
Addr-$0DAB
Class 6
Addr-$0EB5
Class
Addr-$QCEC
Class
Addr-$0ED8
Class 4
Class
TO
Class
Addr-
Class
Class
Addr-
Class
Addr-
Class
Class
Addr-
Class
Addr-
Class
Addr-
5
$0DB9
4
30E2E
5
$0ACF
1
$0EE9
5
$1409
5
$0D6A
C 1 p. s f
Addr-$03C3
Class 3
Addr-$0EAF
Class 3
Addr-$0?30
Class 6
n it
:iass 6
Class C
Addr~$0E92
July/August 1982
17
If. on the other hand, the parameter-
byte's value is less than OB, the parser
uses another offset table (0D16) to find
the address of the class handler. The class
handler is then called. When it finishes
execution, it will (probably) return to the
beginning of the GET-PARAM loop.
Class Handlers
A class handler is a routine used to
parse out a particular type of variable
(i.e.. non-constant) parameter from a line.
These items include, but are not limited
to, variable names and expressions. As
class handlers perform extremely diversi-
fied functions, each will be presented
separately with a description of the effects
of its execution.
CLASS-6
CLASS-6 is the routine used to parse
out an integral expression. CLASS-6 uses
a ROM routine known as SCANNING
which is a general expression parsing
routine. Although a discussion of expres-
sion evaluation techniques is beyond the
scope of this article, it suffices to say
that the SCANNING leaves the result of
its evaluation on the calculator stack. It
also sets bit 6 of FLAGS to indicate
whether the value parsed was of numeric
or string type. When control is returned
to CLASS-6. after its call to SCANNING,
it checks bit 6 of FLAGS. If a string
argument was specified, then REPORT
"C" is given. If a numeric argument was
supplied, the CLASS-6 returns.
CLASS!
CLASS-1 is called to parse out an
assignable variable name. This procedure
begins by calling LOOK-VARS, a routine
to pull a variable name out of the source
line. LOOK-VARS returns a pointer
to the variable's record in the VARS
file. If the variable is not found, LOOK-
VARS creates it. and returns a pointer to
the created record. CLASS-1 stores the
returned pointer and other pertinent
information in system variables for later
use. It then returns.
CLASS4
CLASS-4 is a routine used for a purpose
similar to that of CLASS-1. It is used to
parse out the variable name specified as
the argument to a FOR or NEXT com-
mand. It calls LOOK-VARS and checks
the type bits returned in the C register. It
checks to be sure that both bits 5 and 6
are set in the type byte. If they are not
set, REPORT "CT is given. If the variable
name was valid (i.e., a single-character
numeric scalar), CLASS-4 will jump into
the middle of the CLASS-1 routine which
will then proceed by storing the informa-
tion on the variable in the appropriate
system variables.
Listing 2 (continued)
JLASS-4 :
-6:
JRT-C:
: -STK:
>YNTAX-Z i
SEPERATOR:
C-OFFSET:
CHECK -END
CHECK-2 :
REP0RT-C2:
CLASS-3:
CLASS-O:
CLAS3-5:
Call the
calculator
S tk— z er*o
End-calc
JR NZ,REPQRT-C
BIT 7,D
JR NZ, CLASS-END
JRB CHECK-2
CALL LCCK-VARS
PUSH AF
LD A, C
OR $9F
INC A
JR NZ.REPORT-C
POF AF
JR CLASS-^-2
CALL SCANNING
BIT 6, (FLAGS)
RET NZ
RST 8
.BYTE ?0B
JR NZ, CLASS-6
CALL SYNTAX-!
RET Z
RST
.BYTE .
. BYT^ 7 '
RE?
BIT ? f (FLAG£
RET
LD HL, C-OFFSET
LD B f $00
ADD HL,BC
LB C,(HL)
ADD HL,BC
PUSH HL
RET
RST 18
CF C
JR NZ.REP0RT-C2
RST 20
RET
. BYTE $17 , $25 , $53 , $0F , $6B , $13 > $76
CALL SYNTAX-Z
RET NZ
FOP BC
LD A f (HL)
CP NEWLINE
RST Z
JR REPORT-C
CP NEWLINE
CALL N0-T0-STK
CP A
POP BC
CALL Z, CHECK-END
EX DE, HL
LD HL,(T ADDR)
LD C , ( HLj
18
SYNC Magazine
r
AARDVARK - THE ADVENTURE PLACE
ADVENTURES FOR OSI, TRS-80, TRS-80 COLOR, SINCLAIR, PET, VIC-20
ADVENTURES - Adventures are a unique
form of computer game. They let you spend
30 to 70 hours exploring and conquering a
world you have never seen before. There is
little or no luck in Adventuring. The rewards
are for creative thinking, courage, and wise
gambling - not fast reflexes.
In Adventuring, the computer speaks and
listens to plain English. No prior knowledge
of computers, special controls, or games is re-
quired so everyone enjoys them -even people
who do not like computers.
Except for Quest, itself unique among Ad-
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Adventures are more like a novel than a comic
book or arcade game. It is like reading a par-
ticular exciting book where you are the main
character.
All of the Adventures in this ad are in Basic.
They are full featured, fully plotted adventures
that will take a minimum of thirty hours (in
several sittings) to play.
Adventuring requires 16k on Sinclair, TRS-
80, and TRS-80 Color. They require 8k on OSI
and 13k on VIC-20. Sinclair requires extended
BASIC.
TREK ADVENTURE by Bob Retelle - This
one takes place aboard a familiar starship and
is a must for trekkies. The problem is a famil-
iar one - The ship is in a "decaying orbit"
(the Captain never could learn to park!) and
the engines are out (You would think that in
all those years, they would have learned to
build some that didn't die once a week). Your
options are to start the engine, save the ship,
get off the ship, or die. Good Luck.
Authors note to players — I wrote this one
with a concordance in hand. It is very accurate
— and a lot of fun. It was nice to wander
around the ship instead of watching it on T.V.
CIRCLE WORLD by Bob Anderson - The
Alien culture has built a huge world in the
shape of a ring circling their sun. They left
behind some strange creatures and a lot of ad-
vanced technology. Unfortunately, the world
is headed for destruction and it is your job to
save it before it plunges into the sun!
Editors note to players - In keeping with
the large scale of Circle World, the author
wrote a very large adventure. It has a lot of
rooms and a lot of objects in them. It is a very
convoluted, very complex adventure. One of
our largest. Not available on OSt.
HAUNTED HOUSE by Bob Anderson - This
one is for the kids. The house has ghosts, gob-
lins, vampires and treasures — and problems
designed for the 8 to 13 year old. This is a
real adventure and does require some thinking
and problem solving - but only for kids.
Authors note to players -This one was fun
to write. The vocabulary and characters were
designed for younger players and lots of things
happen when they give the computer com-
mands. This one teaches logical thought, map-
ping skills, and creativity while keeping their
interest.
DERELICT by Rodger Olsen and Bob Ander-
son For Wealth and Glory, you have to ran-
sack a thousand year old space ship. You'll
have to learn to speak their language and
operate the machinery they left behind. The
hardest problem of all is to live through it.
Authors note to players — This adventure
is the new winner in the "Toughest Adventure
at Aardvark Sweepstakes". Our most difficult
problem in writing the adventure was to keep
it logical and realistic. There are no irrational
traps and sudden senseless deaths in Derelict.
This ship was designed to be perfectly safe for
its' builders. It just happens to be deadly to
alien invaders like you.
PYRAMID by Rodger Olsen - This is one of
our toughest Adventures. Average time
through the Pyramid is 50 to 70 hours. The
old boys who built this Pyramid did not mean
for it to be ransacked by people like you.
Authors note to players — This is a very
entertaining and very tough adventure. I left
clues everywhere but came up with some in-
genous problems. This one has captivated
people so much that I get calls daily from as
far away as New Zealand and France from
bleary eyed people who are stuck in the
Pyramid and desperate for more clues.
QUEST by Bob Retelle and Rodger Olsen -
THIS IS DIFFERENT FROM ALL THE
OTHER GAMES OF ADVENTURE!!!! It is
played on a computer generated map of
Alesia. You lead a small band of adventurers
on a mission to conquer the Citadel of Moor-
lock. You have to build an army and then arm
and feed them by combat, bargaining, explora-
tion of ruins and temples, and outright ban-
ditry. The game takes 2 to 5 hours to play
and is different each time. The TRS-80 Color
version has nice visual effects and sound. Not
available on OSI. This is the most popular
game we have ever published.
MARS by Rodger Olsen - Your ship crashed
on the Red Planet and you have to get home.
You will have to explore a Martian city, repair
your ship and deal with possibly hostile aliens
to get home again.
Authors note to players — This is highly
recommended as a first adventure. It is in no
way simple— playingtime normally runs from
30 to 50 hours — but it is constructed in a
more "open" manner to let you try out ad-
venturing and get used to the game before
you hit the really tough problems.
NUCLEAR SUB by Bob Retelle - You start
at the bottom of the ocean in a wrecked Nu-
ciear Sub. There ib literally no way to go but
up. Save the ship, raise her, or get out of her
before she blows or start WWII I.
Editors note to players — This was actually
plotted by Rodger Olsen, Bob Retelle, and
someone you don't know — Three of the nas-
tiest minds in adventure writing. It is devious,
wicked, and kills you often. The TRS-80 Color
version has nice sound and special effects.
EARTHQUAKE by Bob Anderson and Rodger
Olsen - A second kids adventure. You are
trapped in a shopping center during an earth-
quake. There is a way out, but you need help.
To save yourself, you have to be a hero and
save others first.
Authors note to players — This one feels
good. Not only is it designed for the younger
set (see note on Haunted House), but it also
plays nicely. Instead of killing, you have to
save lives to win this one. The player must
help others first if he/she is to survive — I like
that.
Please specify system on all orders
ADVENTURE WRITING/DEATHSHIP by
Rodger Olsen — This is a data sheet showing
how we do it. It is about 14 pages of detailed
instructions how to write your own adven-
tures. It contains the entire text of Deathship.
Data sheet - $3.95. NOTE: Owners of OSI,
TRS-80, TRS-80 Color, and Vic 20 computers
can also get Deathship on tape for an addi-
tional $5.00.
PRICE AND AVAILABILITY:
All adventures are $14.95 on tape except
Earthquake and Haunted House which are
$9.95. Disk versions are available on OSI and
TRS-80 Color for $2.00 additional.
ALSO FROM AARDVARK — This is only a partial list of what we carry. We have a lot of other games (particularly for the
TRS-80 Color and OSI), business programs, blank tapes and disks and hardware. Send $1.00 for our complete catalog.
AARDVARK - 80
2352 S. Commerce, Walled Lake, Ml 48088
(313)669-3110
Phone Orders Accepted 8:00 a.m. to 4:00 p.m. EST. Mon.-Fri.
«*
TRS-80 COLOR
SINCLAIR
OSI
VIC-20
Peak
Presents "TEXT",
a low cost program
for easy text editing,
storage and display.
Store your letters,
reports, resume, etc,
on tape with this
versatile program.
Recall pages of
text with a 1 6K RAM,
8K ROM Sinclair for a
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display without worry
of splitting words at
the end of a line.
The cassette also
includes "PRODIR", a
programmed directory
to organize your
programs and ease
loading.
Both for $10 from:
Peak, P.O. Box 383,
San Carlos, CA 9l|070
2 AMP
POWER SUPPLY
FOR
ZX80/81 /MICROAGE
As you expand your system
you'll need more power to run it.
This supply has it!
2 Amp Power Supply $19.95
Pius $2.50 Shipping/Handling
Illinois residents add 6%
POWER LINE
FILTER
Protect your system from power
line R.F. interference and
transients that can cause
unnecessary program crashes.
5 Amp Filter Kit $23.95
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Plus $2.50 Shipping/Handling
Illinois residents add 6%
MAIL CHECK OR MONEY ORDER TO:
HURRICANE ELECTRONICS
P.O. Box 87 • Dolton, IL 60419
I isiinji 2 Iconlinued)
CLASS-END:
CLAS3-1:
CLASS-4-2:
REFORT-2:
SET-STK:
LINE-SCAN:
LINE-RUN:
STOP:
LINE-NULL:
SCAN-LOOP:
GET -P ARAM:
INC HL
LD B , ( HL )
EX DE , HL
PUSH BC
RET
CALL L00K-VARS
LD (FLAGX),$00
JR NC, SET-STK
SET l.(FLAGX)
JR NZ.SET-STRLN
RST 8
.BYTE $01
CALL Z.STK-VAR
BIT 6, (FLAGS)
JR NZ.SET-STRLN
X0R A
CALL SYNTAX-Z
LD (FLAGS), 01
CALL E-LINE-N0
CALL SET-MEM
LD HL,ERR_NR
LD (HL),$FF
LD HL.FLAGX
BIT 5,(HL)
JR Z, LINE-NULL
CP "STOP"
LD A,(HL)
JP NZ, INPUT-REP
CALL SYNTAX-Z
RET Z
RST 8
.BYTE $0C
RST 8
.BYTE $08
RST 18
LD B,$00
CP NEWLINE
RET Z
LD C,A
RST 20
LD A.C
SUB $E1
JR C.REP0RT-C2
LD C,A
LD HL.P-0FFSET
ADD HL.BC
LD C , ( HL )
ADD HL.BC
JR GET-PAR AM
LD HL,(T ADDR)
LD A,(HLT
INC HL
LD (T_ADDR),HL
LD BC.SCAN-L00F
PUSH BC
LD C,A
CP $0B
JR NC.SEPERAT0R
j Set up SYNTAX-
checking only
; ie S3 hex
; Error "D"
; Give REPORT "9 1
20
SYNC Magazine
CLASS-2
The CLASS-2 routine is responsible for
parsing out the value assigned to a var-
iable (previously specified by CLASS- 1)
in a LET or INPUT statement. The
expression is evaluated by SCANNING.
The type of the expression evaluated is
then checked against the type of the
variable (name) stored by CLASS- 1. If
the types are not equal, then REPORT
"C" is issued. If, on the other hand, the
types do mix, a jump is made to the LET
routine at 1321h.
CLASS-5
IF, PRINT, LPRINT. FOR. REM,
LOAD, DIM, and SAVE all have CLASS-
5 as their last parameter. The CLASS-5
byte (05h) is followed by two bytes which
form an address. The address specified is
that of the handler for that command.
The command handler is the routine that
actually performs the action specified by
the command (i.e., placing a dot on the
screen, in the case of a PLOT command).
By reviewing the code for CLASS-5, you
will see that, after POPing its return
address {probably 0CF4h), its gets the
next two bytes from the command's entry
in the parameter tabic. It combines these
bytes and jumps to the address specified
by the resulting word.
Before executing the jump, a CALL is
made, conditionally (if the Z-flag is set)
to CHECK-END. This routine cheeks to
be sure that the next character in the line
specifies an end-of-line (i.e., a NEW-
LINE). If it does not, REPORT "C" is
given. If the character is a NEWLINE, a
return is made.
CLASS-0
CLASS-0 is simply a CP A instruction.
This instruction is commonly used by Z80
programmers to set the Z-flag. After
executing this instruction, CLASS-0 falls
through to CLASS-5. CLASS-5 will then
CALL CHECK-END. as the Z-flag is set.
P-RAUD:
P-LOAD:
P-SAVE:
P-CONT:
P- CLEAR:
P-CLS:
P-PLOT:
F-UNPLOT:
P-SCROLL:
P-PAUSE:
P-SLOWi
P-FAST:
P-COFY:
P-LPRINTi
P-LLIST:
Listing 3: The Parameter Table.
.BYTE $03,$6C,$OE
.BYTE $O5,$i+O,303
.BYTE $05,$F6,$02
.BYTE $00,$?C,$0E
.BYTE $00,$9A,$14
.BYTE $00 f $2A,$0A
.BYTE $06,$1A,$06
.BYTE $00,$AF,$0B
.BYTE $06,$1A,$06
.BYTE $00,$AF,$0B
.BYTE $00,$0E f $0C
.BYTE $06, $00, $32
.BYTE $0F
.BYTE $00,$2B,$0F
•BYTE $00,$23,$0F
•BYTE $00, $69, $08
.BYTE $05,$CB,$0A
.BYTE $03,$2C,$07
Class 3
Addr-$0E6C
Class 5
Addr-$03^0
Class 5
Addr-$02F6
Class
Addr-$0E7C
Class
Addr-$1^9A
Class
Addr-$0A2A
Class 6
it ti
Class 6
Class
Addr-$0BAF
Class 6
ti t*
Class 6
Class
Addr-$0BAF
Class
Addr-$0C0E
Class 6
Class
Addr-$0F32
Class
Addr-$0F2B
Class
Addr-$0F23
Class
Addr-$0869
Class 5
Addr-$0ACB
Class 3
A ddr-$0?2C
CLASS-3
CLASS-3 handles the argument speci-
fied after a RAND. LIST, LLIST, or RUN
command. This element can be either a
NEWLINE or an integral expression. If a
NEWLINE is given without any expres-
sion, a default of is assumed, and pushed
onto the calculator stack. If a number
was specified, CLASS-6 is CALLed to
parse the expression. After pushing the
appropriate number onto the calculator
stack, CLASS-6 returns to CLASS-3.
CLASS-3 then falls through to CLASS-0.
In the next issue I will discuss the
command handlers themselves.
Once again, I wish to extend my utmost
gratitude to Ian Logan for his hard work
in disassembling the 8K ROM. All labels
in this article come from the result of his
work: The Sinclair ZX81 ROM
Disassembly, Part A.
Until next time, same relativistic time
period, same non-Euclidian universe. %
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July/August 1982
21
4K ROM <8K ROM); IK RAM
Mitcnsn sgnc
Alan Groupe, Michael Tardiff, and Ivan Zatkovich
Two to the What?
Recently, a cousin from Lincoinwood,
Illinois, came out to visit. Along with him,
he brought a couple of "extra credit''
problems given him by his eighth grade
science teacher.
One of the problems was to calculate 2
to the 420th power. The problem came
with the following restriction: "You can't
use a computer." Since no commonly
available computer can store a number
this large with perfect accuracy (remem-
ber, floating point numbers are only
approximations of a number), this restric-
tion seemed unnecessary.
You have probably already guessed,
though, that with some thought and a few
tricks, you can solve this problem using a
computer. It should also come as no
surprise that we are going to show you
how to do it on your ZX80/81.
It does seem to us, however, that any
eighth grader who could figure out how
to solve this problem on a computer is
well on the way to becoming a clever
problem-solver who can make good use
of available tools, and, therefore, deserves
the extra credit. Lincoinwood School
District, take note.
To solve this problem on a ZX80/81 or
on any computer, you first have to under-
stand how to do it by hand.
Unless you are a child prodigy, you
cannot handle a number as big as 2 to the
420th either. The best way to deal with
things too big to handle all at once, of
course, is to break them down into "bite-
size" chunks. In this case, the most
obvious method probably would be to
treat each digit separately. You could
take 2, multiply it by 2, take that answer
and multiply it by 2 again, and so on, 419
times. When the numbers begin getting
too large to multiply in your head, you
would move from right to left, multiplying
a digit by 2, adding in any carry from the
22
previous digit, and carrying into the next,
if necessary. Just like in school, right?
While the ZX80/81 cannot handle
numbers as large as 2 to the 420th, it can
handle numbers as big as 32767 (decimal).
Rather than doing the calculations one
digit at a time, as you would do by hand,
it is a simple matter to have the ZX80/81
multiply four digits at a time. Listing 1
gives the program for calculating 2 to the
420th. This was written on the ZX80 4K
ROM, but it works also on the ZX81 if
you make this change:
180 PRINT A(I );"##";
Since the answer to our problem is 127
decimal digits long (How do we know?
Trust us.), we can store it in an array of
32 integers. This is done in line 10. Lines
20-50 initialize our answer to 1 (2 to the
zero-ith power). Lines 60 through 160 are
the main loop of the program and multiply
A by 2 420 times. C is the carry from one
"digit grouping" to the next and is cleared
in line 70. (There is no carry, of course,
into the rightmost digit.)
Lines 80 and 90 set up a backwards
FOR-NEXT loop going from 32 down to
1 covering each digit group from right to
left. We could have numbered the digit
groups in the other direction, but then we
would have needed a reverse loop to print
out the result, so it did not make much
difference which way we went. Line 100
multiplies the current digit group by 2
and adds in the carry from the previous
digit group. Line 110 clears the carry,
since we do not as yet know whether
there is to be a carry out of the current
digit group. Line 120 skips over the carry
processing if the current digit group is
within range (0-9999). Lines 130 and 140
do the carry processing by bringing the
digit group back within range and setting
the carry into the next group to 1. You
should satisfy yourself that this is correct.
Line 150 closes the loop at line 80 and
proceeds to the next digit group. Line 160
closes the loop at line 60 and proceeds to
the next doubling. Calculations are now
finished, and lines 170 through 190 print
out the result.
Note that the format of the output is
rather sloppy. The reason for this is that
some of the digit groups may be less than
1000, and in order for the result to be
printed together, program lines would
have to be added to print these groups
with leading zeros. While this is not
particularly difficult, it would tend to
make the program more complicated. If
you have sufficient RAM, the inspiration,
and a compulsion for neatness, see if you
can alter our program to "prettyprint. ,,
When run, the program grinds away
for a little over four minutes before
returning with the answer. Compared to
pencil and paper, that is not bad. But
consider this: on the first iteration of the
main loop (lines 60-160) the variable
A(32), which is originally 1, is multiplied
by 2, giving 2. But Ad) through A(31).
while being equal to 0, are still multiplied
by 2. On the second iteration this is also
true. In fact, most of the four minutes are
spent multiplying by 2!
This provides us with a good example
off how careful planning can make a
program run faster. If you think through
a problem ahead of time, you can cut out
the pointless work and free your ZX80/81
to do the real work of calculating or
searching or whatever. Sure enough, there
is a simple way to "optimize" our program
to eliminate the wasted work of multi-
plying by 2.
If you keep a pointer (call it "P") to the
most significant (leftmost) non-zero digit,
and stop the right-to-left multiplication
loop (lines 80-150) at that point, you avoid
the unnecessary multiplications. Remem-
ber, though, to move this pointer to the
left when you carry out of that digit (in
this case, the digit to the left will now be
non-zero).
If that is a bit tough to follow the first
time through, add the lines in Listing 2
for 4K ROM or Listing 3 for 8K ROM.
Then trace through the program using
pencil and paper. You will see how the
unnecessary work is avoided.
SYNC Magazine
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SYNC Program Listings
Readers should note the following
conventions used in the program listings
in this issue:
~ — The number symbol is used in
PRINT statements to show necessary
spaces.
"A, "— The underline is used in PRINT
statements to indicate graphics. Press the
ke\ designated in whatever way your
machine requires to get the graphic.
IN PIT - In PRINT statements when
a word or token is underlined enter the
word from the keyboard rather than type
it in letter by letter. This is a memory
saving technique.
After typing in a program line, you
must put the line into vour program. On
the ZX80and ZXK1 with *K ROM this is
done by hitting the NEWLINE key. On
the ZXM1 the same thing is done by hitting
ENTER. The words are used interchange
ably.
A number followed by a b is binary; a
number followed bv h is hex.
Line 55 initializes our new pointer to
one significant digit group. This is because
A(32), or rather, A(P), is the only digit
group with anything in it. Line 80 has
been changed to loop through only the
significant digit groups. You should verify
that this is correct.
Lines 143 through 147 have been added
to the carry processing section. They will
only be executed when there is a carry
out of a digit group. Line 143 checks to
see if this is a carry out of the currently
most significant digit group (the one P
points to). If not, this is simply a normal
carry, and carry processing is done.
Otherwise, lines 145 and 147 move the
pointer one digit group to the left and set
that digit group to 1 (the carry out of the
previous group).
With this modification in place, the
program takes just under three minutes,
an improvement of over 35 percent.
It should be apparent that you can use
this same technique to calculate other
"big" numbers. If you really want to
impress your friends, amaze yourself, and
give your ZX80/81 a workout, try calcu-
lating that wonderful constant, pi, to a
hundred places or so. You will have to
solve a few problems along the way, but
you have two months until the next issue
of SYNC comes in the mail... right?
By the way, in case you did not have
your ZX80/81 with you as you read this
column (perish the thought!), the answer
to our problem is (drum roll, please):
2, 707, 685, 248, 164, 858, 261, 307, 045,
101, 702, 230, 179, 137, 145, 581, 421, 695,
874, 189, 921, 465, 443, 966, 120, 903, 931,
272, 499, 975, 005, 961, 073, 806, 735, 733
604. 454, 495, 675, 614, 232, 576. jg
Llslins 1: 2 to tke 420tK (4K ROM).
10 DIM RC32)
20 FOR 1=1 TO 32
30 LET R (I) =0
40 NEXT I
50 LET R (32) =1
60 FOR N = l TO 4-20
70 LET C=0
80 FOR 1=1 TO 32
90 LET 11=33-1
100 LET fl(Il)=fl(Il)*£+C
110 LET C=0
120 IF Rill)<10000 THEN GOTO IS
3
130 LET R (ID =R f ID -1O000
14-0 LET C=l
150 NEXT I
150 NEXT N
17© FOR 1=1 TO 32
180 PRINT fltU .
190 NEXT I
Listins 2; Eliminating 0*2 (4K ROM). _
55 LET P=32
80 FOR 1=1 TO 32-P+l
14-3 IF NOT I1=P THEN GOTO 150
14-5 LET PsP-1
147 LET R <P> =1
Listing 3: Eliminating 0*2 (8K ROM). .
55 LET P=32
8© FOR 1=1 TO 32-P+l
143 IF IK >P THEN GOTO 150
145 LET P=P-1
147 LET ft IP) =1
DON'T JUST EXPAND YOUR MEMORY.
EXPAND YOUR HORIZONS.
Are you ready to put your ZX-81 to
work on some tough processing prob-
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81 in monitoring or control applica-
tions 9 Then consider the Wisconsinc
16K/32K memory board with I/O
ports
\\r\e Wisconstnc memory board is de-
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minded to a complete 32K with ports,
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kits include complete schematic and
instructions for the 32K with ports to
allow easy expansion as your needs
change, or as your budget allows
Wisconsinc s I O ports consist of two
8-bit LS TTL input ports and two 8-bit
latching output ports The ports are
readily accessed using BASIC PEEK
and POKE commands, or can be ac-
cessed at very high speeds with user
subroutines The applications for ports
are limited only by your imagination
With suitable external circuitry, they
are useful for data acquisition and
storage, joystick interface, music
synthesizer, realtime clock inputs,
home security systems, environmen-
tal monitoring and control, and much
more And the best part is that Wis-
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the need arises, port kits come with
headers and ribbon cables
Even if you don t need the ports, you II
find Wisconsinc s 32K memory to be
easy to use. requiring only two simply
BASIC commands to move the stack
and re-mitialize your ZX-81 , providing
16K for BASIC programs and 16K
useful for large arrays and variables
This allows the use of large arrays and
character strings, and will offer new
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applications, especially for engineer-
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16K memory kit
599
32K memory kit
S134
Port kit
S32
Bare board, connecter
$45
16K add-on kit
$35
Kit repair service
$20
Wisconsin residents add sales tax
Pipage add $4 95 tor shipping and
handling Check or money order only
Allow 4-6 weeks for delivery
Get the most from your ZX-81 . and put
the world within reach of your key-
board Think about it You can only do
so much with software Sooner or later
you II wish you had ports
W I S C N
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NC
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PO Box 332
Milton Wl 53563
24
SYNC Magazine
Finally
you can afford
to satisfy
your hist for
power.
ZXSl
flPfiPfH £B SI CS BH ff^ tSFM
NPlOT rem
RfcT U H N
OH
HS
RND STRS CHRS
GOTO GOSUB LOAD
ms CB BB cs
!NT
^gW S^/F p;M FOR
COPV CL£ CONT (
iz fx Ic |v Is In |m
INPUT POKE PRINT
:ODE PEEK
LIST lE
.S SCROLL NEXT
LEN
PAUSE
IN KEYS
For $ 99.95 you can have a
foil powered personal computer.
The ZX81 is also very convenient to
use. It hooks up to any television set to
produce a clear 32-column by 24-line
display. And you can use a regular cas-
sette recorder to store and
recall programs by name.
What you get. When
you order your ZX81, you
get everything you need to
start programming.
It comes with connectors
for your TV and cassette
recorder, an AC adaptor, and
a free programming guide and
operating manual that corn-
Sinclair programs are available P letel Y documents the capabil-
ities of the ZX81.
Most people know by now that the
ZX81 from Sinclair Research is the
lowest priced personal computer in
the world.
But serious program-
mers are looking for more
than a low price. They're
looking for true computer
power. And that's where
the ZX81 surprises a lot
of people.
Just look at the key
board and you'll get
some idea of the
ZX81 's power. It
has more than 60
BASIC commands, 1
20 graphic symbols, and complete
mathematical functions. And there's
even more power that you can't see.
A breakthrough in personal
computers. The ZX81 offers features
found only on computers costing two
or three times as much.
Just look at what you get:
• Continuous display, including mo\ -
ing graphics
• Multi-dimensional string and nu-
merical arrays
• Mathematical and scienti-
fic functions accurate
to 8 decimal places
• Unique one-touch
entry of key words
like PRINT, RUN
and LIST
• Automatic syntax er-
ror detection and easy
editing
• Randomize function useful for both
games and serious applications
• Built-in interface for ZX Printer
• 1 K of memory expandable to 16K
• A comprehensive programming
guide and operating manual
Options and add-ons. Like any
full-powered computer, the ZX81 can
be expanded and upgraded.
Its IK memory can be expanded
to over 16K just by plugging the
Sinclair Memory Module onto
the back of the unit. The cost
is only $49.95.
Sinclair has also published
pre-recorded programs on cas-
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software catalog when you order
your computer.
How did we do it? The
question most often asked
about the ZX81 is, "How
can so much computer
power cost so little money?"
I6K Memory Module The answer is that Sinclair
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For example, our unique Master Chip
replaces as many as 18 chips used in
other personal computers.
The success of the ZX8! speaks for
itself. It is now the fastest-selling per-
sonal computer in the world. And we
stand behind our product. If anything
goes wrong in the first 90 days, we'll
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Order now and try it out for 10
days. Simply send the coupon along
with a check or money order. For
faster delivery, call our toll-free num-
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You have 10 days to try out the
ZX81. If it isn't all we say it is, just
send it back and we'll refund your
money.
Why wait any longer? With the Sin-
clair ZX81, you can finally afford to
have the computer power you Ve al-
ways wanted.
Call toll free 800-543-3000. Ask
operator #509. In Ohio call:
800-582-1364; in Canada
call: 513-729-4300. Ask
for operator #509.
Phones open 24 hours
a day, 7 days a week.
Have your MasterCard
or VISA ready.
These numbers are for
orders only. If you just want
Free guide to programming information, please
write: Sinclair Research Ltd.,
2 Sinclair Plaza, Nashua, NH 03061.
To order call toll free: 800-543-3000.
AIL TO: Sinclair Research Ltd.,
Sinclair Plaza, Nashua, NH 03061.
PRICE" QTY. AMOUNT
| I On. S
ZX81
16K Memory
Module
Shipping and
Handling
$99.95
$49.95
$4.95
•U.S. dollars
TOTAL
$4.95
Name
I City
Zip
Zl
Sinclair technology is also available in Timex/Sinclair
computers under a license from Sinclair Research Ltd.
inclair
Book Review
Understanding Your
ZX81 ROM Thomas L Keeney
Understanding Your ZX81 ROM by Dr.
Ian Logan. Melbourne House Ltd., Glebe
Cottage, Station Rd., Cheddington, Leigh-
ton Buzzard, Bedfordshire LU7 7NA, U.K.
162 pp.; paperback. Available directly
from the author for $18 (airmail). In U.S.
$19.95 from: Gladstone, Heuristics, Sin-
clair Place, Softsync.
SYNC readers will recognize Dr. Logan
as a major ZX80/81 expert whose writings
are well worthwhile. Understanding Your
ZX81 ROM is no exception. The book is
written for a serious beginner who has a
fairly good knowledge of Basic and wishes
to take advantage of Z80 machine code
execution speed. It supplements, but does
not replace, the ZX81 manual which must
be used as a reference. In many ways this
book is an extension of Dr. Logan's article
"An Introduction to Machine Code" in
SYNC 1:6.
The book falls logically into five parts.
The first is a brief review of the Z80
CPU, its registers, and its instruction
format. Next a quick introduction to the
internal arithmetic and number base
manipulations required is included.
Thomas L. Keeney, 9629 Dortmund, Huntsville
Al 35803.
The second part is a discussion of the
Z80 machine code instruction set grouped
by function. Examples are drawn liberally
from the 8K ROM. Dr. Logan includes 26
additional examples in the form of simple
Basic programs which can be entered and
executed in the IK memory.
A detailed examination of the relevant
parts of the 8K ROM makes up the third
part. The discussion is limited, however,
to those routines which the user can
reasonably access and use. Again, simple
Basic programs detail the manner in
which ROM based subroutines can be
applied to a program. A simple USR-
( address) will not work with most of them.
ROM functions for report generation,
character printing, keyboard input, and
display generation are discussed.
The fourth part might properly be
called "Getting Started in Machine
Code/' Dr. Logan introduces machine
code programming by treating it as an
extension to Basic. His technique of
writing Basic programs that mimic
machine code is unique to my experience.
This appears to be such a good teaching
method that it should become wide-
spread. Of course, the technique is possi-
ble only because the Sinclair Basic can
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accept variables of any length. Such
concepts as flowcharting and program
structure help get the beginner started.
Dr. Logan leads the programmer to think
in terms of the special needs of the CPU.
Finally, he discusses the integration of
the Basic and machine code into one
program. Demonstration programs illus-
trate the whole process.
The fifth part consists of appendixes.
Complete listings of the more important
8K ROM routines are given as well as the
usual tables of machine code language
instructions, decimal-hexadecimal conver-
sions, and keycodes.
Obviously, the book contains a great
deal of information, and you would pro-
bably want to keep it as a reference.
However, the book can be made easier to
use with three improvements.
First, the book clearly needs an index
and a revision of the physical arrangement
of some of the contents. For example, the
Z80 instructions set descriptions and the
8K ROM examples are separated from
the short programs illustrating their use.
This forces the reader to flip back and
forth between references. I spend a lot of
time with my fingers stuck in several
pages to keep track of the relevant subject
references while trying to apply the infor-
mation to a particular programming pro-
blem.
Second, since the 8K ROM is decimal
oriented, the inclusion of decimal equiva-
lents for the hexadecimal numbers would
remove some frustration for the beginner.
Granted that a book on machine language
needs some hex code information and
examples, but the extensive use of hexa-
decimal leads to some problems. For
example, the table of machine code
instructions in Appendix ii is useless as a
quick reference until the reader himself
enters the decimal equivalents.
Third, a more durable type of binding
that will allow the book to lie open and
flat so that the reader can use both hands
to enter program listings is needed. The
pages are starting to fall out of mine, and
I will soon ring bind it myself.
In spite of these three complaints, the
fact that I have worn out Dr. Logan's
book is an indication of how useful I have
found it to be. The fact that I intend to
repair it is an indication of how valuable I
think it will continue to be. It contains a
tremendous amount of information and is
well worth the cost. Understanding Your
ZX81 ROM would be a valuable addition
to most ZX80/81 libraries, and for the
serious programmer it should be high on
the list. PB
SYNC Magazine
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I
Hardware Review
Sinclair ZX Spectrum
David Tebbutt
Well, he's done it again, hasn't he?
Uncle Clive has gone and shown the
world how to produce a decent colour
personal computer at the sort of price
only he can conceive. Two versions of
the Spectrum are available — 16k and
48k at £125 and £175 respectively,
including VAT. If you want to upgrade
your 16k machine to 48k later on, it
will cost you £60. At the moment, the
machines are available only by mail
order. The Spectrum (ZX Spectrum to
be precise) offers colour, high resolu-
tion graphics and sound and, at the
j^iat, it huo ju.ti fo VJ '" t,v * *-'*- MTO kswuu
value for money around.
Like most computers at this level,
the Spectrum plugs into the domestic
television and uses a normal cassette
recorder. The ZX printer can be
attached and, with a little modification,
ZX81 programs will run happily on the
Spectrum. A £50 miniature disk drive
(the ZX Microdrive), communications
facilities and an RS232 interface will be
announced later on.
Hardware
The Spectrum measures just 233x1 44x
30mm and weighs in at 520 grams
excluding the separate power supply
and cables. It looks extremely elegant
and, unlike its predecessors, it has keys
that actually press down.
You'll not be surprised to learn that
there are hardly any components inside
the machine: 14 chips, a UHF modula-
tor, a piezo-electric 'speaker' and an
assortment of capacitors, resistors,
diodes, crystals and a coil make up the
complement. I swear that some of my
crystal sets had more in them. All this
is mounted on a single board and,
looking underneath this production pro-
totype, I notice that there's not a single
patch. The only odd thing about it is
that there's a big blob of green plasti-
cine stuck around the coil. The coil on
the review machine does whistle a bit
but I understand that production
machines come with suitably lacquered
coils to eliminate this problem.
Reprinted with permission of Personal Computer
World, 14 Rathhone Place. London WIP IDE,
England.
30
A hefty edge connector at the back
brings out just about every signal you
could wish to have. This is used for
printers, communications and disk drive
connections. Inside there are two spare
sockets which accommodate each end
of the 32k memory expansion board.
This is a great improvement on the
ZX81 memory expansion which tended
to drop off the back of the machine at
the least provocation. Talking of sockets
(well I was, just now), every chip except
the ULA is socketed. The reason the
ULA isn't is because it gets darned hot
— putting it on the PCB allows the heat
to dissipate better.
The keyboard comprises a one-piece
grey rubber moulding mounted over a
pressure-sensitive membrane. The keys
poke up through holes in a black metal
plate and 1 must confess the feel is more
that of a calculator than a typewriter.
Most keytops have three symbols on
them and, in addition, most of them
have another two associated inscrip-
tions printed on the metal surround. If
you're anything like me you'll find
yourself reading the whole keyboard
each time you want to find a function.
You do get used to it after a while: in
my case it took a couple of days. I
found that red symbols on grey keytops
are quite difficult to read and, thinking
my eyesight might be going, I showed
the machine to a number of friends, all
of whom had the same difficulty. I
showed it to my 11 -year-old and he
thought it was just fine, though.
A power supply is included in the
price, so there's not a lot of point
risking one of your own and blowing
the Spectrum up. The two cassette leads
terminate in 3.5mm jack plugs so be
sure that they work with your recorder
before you embark on any major pro-
grams. It took me four or five tries
before I found the right volume setting
on my tape recorder. Once this was
found, though, program loading presen-
ted no problems.
1 tried the Spectrum on three tele-
visions and the results matched the
quality of the sets used. The display
comprises 24 lines of 32 characters with
the bottom two lines reserved for
messages and entries. The display can
also be regarded as 176 x 256 resolution
for graphics work. High resolution
graphics work is best done in two
colours as you will see in the Firmware
section of this review. The screen,
border and individual characters can
each take on one of eight colours and, in
addition to this, characters can be bright
or flashing. Other screen attributes
like inverse and overprinting relate to
the whole screen. More on these later.
The single channel BEEP facility
is about what you'd expect from a
piezo-electric speaker. It does sound
slightly better amplified from the
cassette port but it's still pretty awful.
A couple of octaves around middle
C aren't bad; but the other eight are
best used for sound effects. At the high
end they warble and at the low end they
grate — BEEP is a refreshingly honest
description.
Really, there's not a lot more to say
about the hardware. It is a very profes-
sional job; looks smart, works well and
manages to squeeze 191 legends Oii to
just 40 keys!
Firmware
Here's a new section for PCW Bench -
tests. All the software on the review
machine was in the ROM chip which
also contained the character set. This
time Sinclair has gone for a basic ASCII
set (upper and lower case) with the
addition of both built-in and user-
defined graphics characters. Outside of
the range SPACE to QUOTES (32 to
126), many of the codes have special
values relating to Spectrum keys and
functions. For example, you'll find a
copyright symbol key. (Now why didn't
anyone else think of that?) You can
define up to 21 characters of your own.
Two screen tables are maintained in
memory — one for the displayed charac-
ters themselves and the other for the
attributes which describe how they're
to be displayed. These attributes can be
tested from within a Basic program. The
character colour is referred to as INK
while the background colour is called
PAPER. Isn't that sensible? Each
character can have its own value for
INK, PAPER, FLASHING, BRIGHT-
NESS, INVERSE and OVER. The last
two should be explained: INVERSE
simply means that the dots which form
the character are printed in the PAPER
colour while the PAPER is printed in
the INK colour. OVER is special: it
allows you to merge a new character
with the one already at the screen posi-
tion. The rules are that two INKs or two
PAPERs print PAPER otherwise it
prints INK. This means that you have a
neat way of removing the last thing
SYNC Magazine
printed and restoring what was there
before it.
By now you have probably realised
why it is best to stick to two colours
when doing graphics work. Since the
colour of the INK and PAPER relates to
a whole character position, then each
time a new colour graphics point is set,
all other set points within the boundary
of that character are set to the new
colour. This makes for a very curious
effect to say the least.
Mathematical accuracy is to 94
decimal digits and a fairly full range of
mathematical functions is accessible
from the keyboard. While on the sub-
ject of keyboards, this one has a built-in
software 'click 1 , an upper -case lock key
and automatically repeating keys. Like
the ZX80 and ZX81 before it, the
Spectrum makes great use of single
stroke keyword entries. In fact, I think
every standard function and command
is obtainable in this way. You'll even
find things like >= and <= occupying
their own pieces of grey rubber.
Basic
The Spectrum comes with a very useful
version of Basic. It will be quite familiar
to anyone who is used to the Micro so ft
types of Basic and a doddle to learn for
those new to the language.
Rather than go through all the
features and functions of the language,
I have summarised them in a separate
box. Here, I'll just comment on the
unusual and interesting aspects of this
particular implementation. Unlike some
Basics, it is a teeny bit strict about
things like using LET before assigning a
value to a variable name or putting
GOTO after a THEN. My view is that
this is all jolly good discipline and it
is more than compensated for by the
fact that Spectrum pops in all those
spaces which make programs so much
easier to read. Of course, once you've
found your way round the keyboard,
the single stroke keyword entry is a
joy. (I've got a feeling I said that in my
last two ZX reviews.)
SAVEing and LOADing cassette
tapes gives plenty of scope on this
machine. You can save a program nor-
mally, you can save it so that execution
starts automatically when it is reloaded,
you can save arrays, you can save parti-
cular chunks of memory and if you
want to keep a pretty picture you've
created then you can use the SCREEN?
option to save that too. All saved pro-
grams can be verified after saving. The
screen save can't be verified because the
display is changed during the verify
program and it would not then match
that held on tape. The LOAD command
can, of course, handle any tape created
by SAVE. The MERGE command
allows you to merge a program on tape
with one already in memory. Program
lines which are duplicated are over-
written while all others are suitably
interleaved.
The graphics facilities are great fun.
You can draw straight lines, curves and
circles on the 176x256 pixel (Picture
ELement, or dot) window. Position 0,0
is at the bottom left-hand corner of the
screen. You can define up to 21
graphics characters of your own which
is a superb feature if you're into writing
your own Space Invader or Pack -Man
games. I had a lot of fun drawing and
animating little people on the screen.
The nice thing is that you can do all
this sort of thing without leaving
Basic. A BIN (binary) notation has been
introduced which allows you to define
numbers as a series of 0s and Is — just
the ticket for designing funny charac-
ters. Each character comprises eight
lines of eight points, so a succession of
eight BIN numbers is all you need to
define such a character. Another use for
user-defined graphics is to squeeze some
extra colours out of the machine. If you
lay out the 64 pixels like a chess board
and choose suitable INK and PAPER
colours then you can get some interest-
ing effects. Most of them will be awful
but persevere — some will be good.
You won't be surprised to learn that
line drawing and circle plotting are
achieved using the DRAW and CIRCLE
commands. A PLOT command allows
you to plot single points. POINT
enables you to find out whether a parti-
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SYNC Magazine
ZX80-ZX81 Hardware
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this is a cheaper solution than a more powerful cassette
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cular pixel is set. You always DRAW
from where Spectrum thinks you are on
the screen. For example, a command
DRAW 10,10,pi would draw a semi-
circle ending up 10 places to the right
and 10 above the current position. A
fraction of pi would provide a different
arc while zero, or no third argument
(DRAW 10, 10) would draw a straight
line. The curve can be drawn on either
side of the centre line by making
the third argument a positive or nega-
tive number.
The CIRCLE command uses three
arguments: x-axis, y-axis and radius.
Remember, the OVER command can be
used to erase something already drawn.
I used this feature in conjunction with
DRAW, PLOT and CIRCLE to create
cartoon effects. OVER is also useful for
embedding text in a drawing. When set
on, the text merges with the existing
lines in the drawing. When set off it
prints the full 8x8 character, completely
replacing anything already displayed at
that position. Incidentally, SCREEN?
can be used to return details of the
contents of a character position. Used in
conjunction with the PRINT AT
command, this could be a good way of
Spectrum Basic
Functions
ABS ACS
AND
ASN ATN
ATTR
BIN CHRS
CODE
COS EXP
FN
IN INKEYS INT
LEN LN
NOT
OR PEEK PI
POINT RND
SCREENS
SGN SIN
SQR
STR$ TAN
USR
VAL VALS
Operations
+ -*=><
<>
Statements
BEEP
DATA
GO TO
LOAD. .DATA
OVER
RETURN
BORDER
DEF FN
IF. .THEN
LOAD. .CODE
PAPER
RUN
BRIGHT
DELETE
INK
LOAD. .SCREENS PAUSE
SAVE
CAT
DIM
INPUT
LPRINT
PLOT
SAVE. .LINE
CIRCLE
DRAW
INVERSE
MERGE
POKE
SAVE. .DATA
CLEAR
ERASE
LET
MOVE
PRINT
SAVE. .CODE
CLOSE
FLASH
LIST
NEW
RANDOMIZE
SAVE. .SCREEN?
CLS
FOR. .TO.
.STEP
NEXT
READ
STOP
CONTINUE
FORMAT
LLIST
OPEN #
REM
VERIFY
COPY
GOSUB
LOAD
OUT
RESTORE
making your program find a suitable
place to print a sort of 'label' on a draw-
ing. The AT allows you to define the
row and column at which printing
should start.
A few instructions I particularly
noticed as I went though the manual
were READ, DATA, RESTORE and
VAL$. READ and DATA are old
friends although I can't remember
them being on previous ZX machines.
Using the DATA command you can pro-
vide lists of information at the begin-
ning of a program. Each READ instruc-
tion takes the next word from this list.
RESTORE can be used to set the DATA
pointer to any DATA statement. VAL?
baffles me — it strips the outside quotes
from string expressions and returns the
string value of the result. Perhaps some
kind reader would care to suggest a
worthwhile application for this feature.
Now let's have a look at our honestly
named friend, BEEP. There's not a lot
to tell, really, except that you can
control both pitch and duration. Notes
below middle C are represented by nega-
tive numbers, those above by positive.
Twelve numbers make an octave. (If
you look at a piano keyboard you'll
find that there are seven white notes
and five black notes per octave.) Middle
C is zero. The duration is expressed in
seconds or fractions of a second. As I
mentioned earlier, the sound isn't,
brilliant but it has the saving grace of
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Search and replace changes eve- .
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SPECIAL GRAPHICS ROUTINES
Hyper graphics mode ->=>n on a ZX81
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Border Unborder Q'riy\s a bordei round the edges
a Edit lines can I ■
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■
Reverse
iias i' •
Print Position Controls
UP DOWN LEFT RiGh" ^RINT
Editpnnt Moves next PRINT posit
Scroll I-
UPSCROLL DOWNSCROLL RlGHTSCROLL
LEFTSCROLL S
• 'ore'
Onscreen 'Offscreen tui
Background On Off Fills your screen by your
• " When foreground is on existing
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SYNC Magazine
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QS Harmony
A program designed to exploit the musical
potential of the QS Sound board $8.95
QS Asteroids
ZX-81 + 4K RAM minimum $9.95
QS Invaders
ZX-81 + 8K RAM minimum $9.95
QS Defenders
ZX-80 or 81 8K ROM + 4K RAM minimum$9.95
All QS software is recorded twice on quality
cassettes
All are written in machine code for fast
moving graphics
The programs have received very good ratings
JP GIBBONS
Personal Banking System
Single key operation
Search by check number, description or
amount
File can be displayed, printed, added to,
cancelled or amended
Validation of entries
Requires 16K and cassette
Personal Banking System $19.95
MELBOURNE HOUSE
Books
Not only 30 programs for
The Sinclair ZX81 $14.95
Machine language made simple 19.95
ZX81 ROM Disassembly Part A 8c B$ 14.95 each
(2 volumes) — Dr. Ian Logan
Understanding Your ZX81 ROM 19.95
Dr. Ian Logan
The Sinclair ZX81 basic course 35.00
Cassette Tapes
ZX Chess - 16K ZX80^K7ZX81 24.50
10 Exciting Programs- IK ZX81 14.95
Adventure A - 16K ZX80-8K/XZ81 19.50
Adventure B - 16K ZX80^8K/ZX81 19.50
Adventure C - 16K ZX80^8KyZX81 19.50
Spacetrek — 16K ZX81 14.95
Directory/Record— IK ZX80-8K/ZX81 14.95
with listing
Reversi— IK ZX80^8K/ZX81 14.95
Super Invasion - IK ZX80^8K/ZX81 14.95
Wallbusters- IK ZX80-8K/ZX81 14.95
ZX Galaxians - 16K ZX81 14.95
ZX Bug Utility Program -16K ZX81 2430
If you are a producer of quality hardware or
software for Sinclair products and are interested
in having a U.S. or Westcoast organization
marketing your products we would like to hear
from you.
NO HANDLING OR SHIPPING CHARGES
Washington residents add 6.5% sales tax.
P.O. Box 2288, Redmond, Washington 98052
being fairly quiet (ComputerTowns
please note). You can pick this sound
up from the cassette ports if you so
wish. I'd say these facilities are more
likely to be used for sound effects than
composing symphines.
That's really all I have to say about
the Basic. It is a very good implementa-
tion for a machine of this size. A
PAINT instruction would have been
nice to fill in graphics shapes, but I
think it would look a bit weird in multi-
colour mode with the colours changing
at each character boundary. A routine
to do this should be simple enough. I
think the screen resolution is quite ade-
quate for most personal users of the
machine. In fact you can churn out
some quite stunning effects using
DRAW, PLOT, CIRCLE and the user-
defined characters.
Before moving on to documentation,
here's a list of the disk commands just
to whet your appetite: CAT, CLOSE,
DELETE, ERASE, FORMAT, MOVE,
OPEN. CAT is probably short for
Catalogue which lists the files on a disk.
MOVE probably copies a file from one
place to another. The others are self-
exaplanatory.
Documentation
Two manuals come with the Spectrum
— a thin but useful introduction for the
complete novice and a thicker one
which explains things in depth. A lot
of effort has been put into this latter
manual. It is professionally presented
and easy to read. Unfortunately, I was
given a photocopy of the final proofs
and it contained no index and no table
of contents. I read the whole manual a
couple of times before starting the
review and I found it a real problem to
find things that I knew were there
somewhere. I must admit that the style
wasn't to my liking; it's a little verbose
and the individual chapters seem to lack
structure. I also found the inevitable
errors which might cause a beginner
What about the 81 ?
It was no secret that * Uncle' Give
was going to launch a knockout micro
— he's put a bomb under the industry
twice already, producing machines
which brought computing power with-
in everybody's reach at prices which
drastically undercut the competition.
A slightly upmarket (by Sinclair
standards) machine offering colour
and sound and reasonable graphics at
a price far, far below that of any
equivalent machine was a logical step
to take, especially in view of Sinclair's
obvious annoyance at being left out of
the BBC deal.
What is interesting, though, is that
the Spectrum does not replace the
ZX81, as the 81 did the 80 - it's an
addition to the range and the ZX81
will continue in production. In fact,
production of the 81 is to be increa-
sed to a target of 150,000 a month by
the end of the year.
The ZX81 will continue to be ideal
for the person who wants the lowest
possible entry cost into computing,'
says Sinclair. And to prove the point,
he's knocked £20 off the price of the
16k RAM pack.
At the moment Spectrum is avail-
able only by mail order and is only
on sale in the UK — there are no plans
yet to market it through retail outlets,
as is done with the ZX81 through
W H Smith, and export versions are
not planned until the end of the year,
with the USA being the first (and
largest) market to get the new
machine.
Peter Rodwell
problems — things like a minus sign
being printed instead of equals, for
example. The manual certainly seems
to cover everything, so if a table of
contents and a comprehensive index are
added you'll probably find it adequate.
It's certainly an improvement on many
manuals on the market.
Potential use
This is the first machine that I've
reviewed since the Atari two summers
ago that I would actually buy — in fact
I will have probably ordered one by the
time you read this. I would use it for
fun, for fooling around with graphics
and for programming in Z80 code. I
would treat it as a hobby machine, a
way of relaxing. My children have
already become very interested in the
graphics capability and I see this as a
way of giving them a real understanding
of mathematics. A Logo system on this
at the right price would go down an
absolute treat — if anyone out there
thinks of doing it, I'd love to review it.
Of course, there are those who want
to learn to write programs. Once again,
this is an excellent machine to cut your
teeth on. I think that schools and
ZX 80/81
1 6K RAM
Plug in and Run-
This RAM Memory Expansion
has a reliable, proven connector
and requires no additional power
other than that supplied by
the ZX 80/81.
Fully tested with a 90 day warranty
Apropos tcchnoiogi
To Order:
Send Check or M.O.
$45.95 + $4.00 S & H
or Phone: 805/482-3604
Visa or M.C.
Cal. Residents Add 6% Sales Tax.
350 N. Lantana Ave., Suite 821 • Camanllo, CA 9301
36
SYNC Magazine
homes have got to be the prime targets
for Spectrum at the moment.
Later on when the disk drives appear,
this may change. At a predicted £50 for
a 100k drive, a lot of people who will
have written the Spectrum off as a
hobby machine will have to think again.
Add to that a £20 combined KS232
and communications facility, and you
could be talking about some very
interesting and fairly sophisticated net-
works. At that stage, it becomes a very
real prospect for schools looking for a
fairly grown-up system, but one which
can involve as many pupils as possible.
At Sinclair's prices could we possibly
be heading for the 'one on every desk'
scenario painted by so many futurolo-
gists?
Until those disks arrive there is no
great office potential for the Spectrum.
Once they're on stream then it's pro-
bably just a question of appropriate
software. Information management and
Visicalc-type applications would seem
to be the most likely and, because of
the price of the television, they will
probably be used with portable black
and white machines. No doubt the
dedicated will take their Spectrums (or
is it Spectri?) home to plug into the
colour TV. Most people will probably
wait until Sinclair announces a flat
screen colour television. The network
idea could then be useful in offices for
things like telephone directories, notice-
boards and memos.
Prices (inc VAT)
16k Spectrum
48k Spectrum
32k Memory
Microdrive disk
RS232 + Comms
ZX Printer
£125
£175
£60
(estimated) £50
(estimated) £20
£59.95
Conclusions
Well, for the benefit of those who only
read the first and last paragraphs of
these reviews here are my conclusions:
Clive Sinclair has produced a very good
16k personal computer which offers
colour, high resolution graphics and
limited sound for just £125. That
represents very good value for
money provided that this is the sort of
machine you want. It is ideal for people
who want to learn about computing and
have a lot of fun while they're doing it.
Given the right sort of graphics-based
educational software, it can bring
people very pleasurable ways of learning
subjects such as mathematics and
geography. Once the games programs
start to appear, a lot of people will use
it just for that, although it does seem a
bit of a waste.
Later on, the provision of disk drives
and communications facilities will make
it an even more serious contender for
the school markets and it will begin to
creep into businesses. When the flat
screen television appears then I suspect
that the business interest will rise
because the price will be far more
appropriate. Bulletin boards, memos,
telephone directories, spreadsheet cal-
culation and information management
seem to be the most likely applications
The 'proper' keyboard is "a distinct
improvement on its predecessors, but it
still doesn't achieve — or try to achieve
— the quality of an IBM. All the old
regular Sinclair features are included —
the single keyword entry and the auto-
matic syntax checking as you enter each
command, for example.
My verdict? The best value for
money you can find today! %
/ would like to thank John Mathieson
of Sinclair Research for so patiently
answering my questions.
BM1
BM2
4.8
8.7
BM3
BM4
_ Benchmark timings .
21.1 BM5
20.4
BM6
24.0
55.3
BM7
BM8
80.7
25.3
All timings in seconds.
.Technical data .
CPU: 3.5MHzZ80A
Memory: 16k Dynamic RAM, 16k ROM, 32k expansion option
Keyboard: 40 keys rubber moulding. 183 functions + 8 colour labels.
Auto -repeat
Screen: Domestic colour television. 8 Colours or 6 grey shades.
Cassette: Domestic recorder.
Disk drives: To be announced. 100k per drive.
Ports: To be announced. RS232 & comms.
Language: Basic in ROM
Sin ware's
HOT Z
HOT Z is a program designed to give you
the control and understanding of your
computer's soft side that you will need to
get the most out of the new generation of
ZX equipment. Use it to manage the con-
tents of that 64K memory or to write I/O
routines for peripherals. Use it to under-
stand your ROM and get the best out of
your hardware, or to learn machine pro-
gramming, which is much less forbidding
when you have the power of HOT Z's 40
commands at your fingertips.
HOT Z provides:
• Disassembly of Z80 code, floating-
point code, CHR$ code, with named
system variables and no warmed-
over 8080 jingo.
• The ability to annotate your memory
with hundreds or thousands of labels
for better understanding of programs
and files. Full set of HOT Z labels
supplied.
• Easy cursor-guided entry of machine
programs with instant disassembly of
each step.
• Edit functions to insert, delete, trans-
fer, clear, search, load or save blocks
of memory.
• Single or multi-stepping of programs
anywhere in memory, even ROM or
above 32K, with full display of regist-
ers and flags.
• Smooth fast 24-line displays at all
times.
• Instant access to command prompt
displays.
• 50 pages of instruction and docu-
mentation.
• An expandible system: Assembler
available soon.
HOT Z shares memory space with BASIC
programs, is stable, friendly, and re-
freshes the flip-flops that other programs
cannot reach. Special versions for 16K
RAM, 32K+ RAM, ZX80 or 81. Specify.
$19.95 ppd.
SINWARE
BOX 323, DIXON, NM 87527
July/August 1982
37
8K ROM; IK RAM
Double Your Memory
J. Wayne Schneider
Ed. -A WORD OF CAUTION: Any
hardware project for your computer must
be approached with extreme caution.
SYNC cannot he responsible for any
problem that may arise from attempting
hardware projects. Obviously, any dam-
age to your computer can be costly in
time and money.
The first few days of working (playing?)
with a new Sinclair ZX81 are filled with
anticipation, excitement, and, for the kit
builder, triumph and pride. Seeing that
little black K on the screen when the
ZX81 is first powered up brings exclama-
tions of joy from the new programmer
and a questioning stare from uninitiated
bystanders. Alas, all of this excitement
soon dwindles into frustration with the
first attempt to impress a sceptic viewer
with a simple random graphics display.
There is not enough RAM for even one
full screen and a modest program.
Do not despair! There is a reasonably
quick and almost painless solution.
Although the ZX81 was designed to be
inexpensive, a foresighted designer has
provided the circuitry to use a 2K x 8 bit
static RAM on the circuit board. The
whole process involves removing the two
21 14s at IC4a and IC4b, installing a 2K x
8 RAM at IC4, and adding a jumper at
L2. If you are lucky enough to have a
ZX81 with a 4118 RAM, you will not
even have to change IC sockets. Simply
remove the 4118, install the 4802 in its
place, and change the jumper at LI to L2.
One warning for those with factory built
computers: performing the procedure
described here will void your warranty.
J. Wayne Schneider. 1601 South 450 West, Prove,
UT 84601.
Preparations
You will need a clean, dry workspace
at least two by four feet. The area should
be well-lighted and protected from solder
drippings. An old bath towel spread over
a table makes an excellent surface on
which to work, but make sure it is an
expendable towei before you burn a hole
in it with a hot soldering iron. Further-
more, it protects both the table and the
ZX81.
You will also need the following:
1) A light, 15-25 watt soldering iron
with a fine tip.
2) Fine gauge rosin core solder.
3) A pair of sharp wire cutters.
4) A Phillips screwdriver with a no. 1
point.
5) A 2K x 8 static RAM. These are
manufactured by several companies.
Mostek's 4802 is no longer being manu-
factured, but it is still available from many
electronics supply stores. Mitsubishi
makes an equivalent part that costs less,
number M58725P. Hitachi's CMOS part,
number 6116, which requires considerably
less power, is your best bet if you are
concerned about the ZX81 overheating.
Others are the Toshiba 2016, the Fujitsu
MB8128, and the NEC part 4016.
If your ZX81 has the two ICs labeled
uPD2114LC, you will need to buy a 24
pin DIP socket for the new RAM or else
two 12 pin SIP sockets. The DIP (dual
inline pin), socket is structurally better,
but the SIPs can be installed without
removing the old 18 pin socket. You will
need some solder wick to help with the
desoldering of the old 18 pin DIP socket
if you are going to add a 24 pin DIP
socket.
New rubber feet or glue will be needed
when you reattach the rubber feet to the
back cover of the ZX81.
When you have all of the parts and
about three hours to spare, you are ready
to begin.
Operations
Get all of the parts and tools together.
Disconnect the ZX81 from everything,
especially from the power supply. Place
it flat in front of you just as though you
were going to type on it.
1) Remove the back cover.
Turn the ZX81 over so that it is posi-
tioned as shown in Figure 1. There are
five screws to remove. Only two of them
are visible. The other three are under the
rubber feet at positions 1, 4, and 5,
Carefully remove the three rubber feet
and save them for later. If you are lucky,
the sticky will come with them, and they
can be stuck to a piece of wax paper for
installation later. Now remove all five
screws. Notice that screws 4 and 5 are
shorter. Set these in a safe place. Gently
lift or pry the back cover off. It should
come easily without forcing.
2) Remove the printed circuit board.
Remove the two screws that hold the
printed circuit board in place. Note their
exact position for reassembly. Very care-
fully lift the circuit board and rotate it
back towards you until it is face up. Be
extra careful not to stress or crimp the
flat tails connected to the keyboard. You
may now disconnect the keyboard by
pulling straight and steady on one tail at a
time. Set aside the cover with the key-
board attached.
3) Remove the existing IK RAM.
Turn the keyboard around 180 degrees
so that the flat square metal heat sink is
on the lower left as shown in Figure 2,
Remove the two 18 pin ICs at IC4a and
IC4b. These are the 2114 IK x 4 bit
RAMs. If your ZX81 does not have these
two ICs, then it will have only one 24 pin
IC at IC4. Remove this IC. It is a 41 18 IK
x 8 bit RAM. Save the RAM where it will
not be subject to extreme temperatures
or static.
4) Install the new IC sockets.
If you are one of the lucky ones whose
ZX81 came with a 4118 RAM, you can
ignore this process. Otherwise, carry on.
Place the new sockets in the lower 12
holes on each side of location IC4. If the
SIPs do not fit easily into the holes or if
you are using a DIP socket, you will have
to desolder and remove the 18 pin DIP
socket. Now turn the board over and
solder the new socket in place. (Caution:
never bring a hot soldering iron close to a
chip or any other component. Be sure
that all the chips have been removed.) Be
careful with the solder. Use enough to fill
the hole but not so much that it runs
down the pins and shorts something out.
Turn the board back over.
38
SYNC Magazine
.Figure 1: Bottom of the ZX81.
Figure 2: Board Orientation and IC Location.
Long screws
Short screws
®
-> @
rU
5) Install a jumper at L2.
Those who have the 4118 RAM must
first desolder the jumper at LI. Use a
short piece of wire bent in a U shape to
connect the solder pads at L2. Solder it in
place. Be careful not to get too much
solder.
6) Install the new 2K RAM IC.
Place the new 2K RAM in the new
socket. It should be oriented with pin 1 to
the upper left. Finding pin 1 may be a
problem. The IC will probably have a dot
etched or molded into the top surface
adjacent to pin 1. If you cannot find a
dot, there will be a notch in the center of
one end. The notch should face away
from you. If you had a 4118 RAM. be
sure you are installing into the lower 24
holes. Nothing goes into the upper four
holes. Push the socket into place. You
may find it necessary to bend the pins
inward to make it fit. After the IC is in
place, inspect it to be sure that all the
pins are in their holes and not bent
underneath the IC.
7/ Reassemble the ZX8L
Turn the printed circuit board 180
degrees so that the square metal heat
sink is at the upper right. Place the cover
beneath the circuit board. The keyboard
tails should form a graceful loop back
over the upper left corner and into their
sockets. Be very careful when pushing
these fragile tails into the sockets. If they
are bent or torn, you will not have much
success in getting the ZX81 to work.
Rotate the circuit board back into place
in the cover. Check the keyboard tails for
positon. Screw the board in place with
two of the short screws at the positions
you noted in step 2. Replace the cover
and screw it down using the short screws
at locations 4 and 5. Do not use the long
screws in the wrong place. You could
damage the keyboard. Glue the rubber
feet into place. When you install the
rubber feet, place them to the side of the
screw holes, and you will never have to
go through that misery again.
Trouble
Connect your ZX81 to your TV again
and plug in the power. If it works, treat
yourself. If not, check the solder joints.
You may have to resolder them. Do not
resolder with the IC in the socket. Check
the IC for orientation. Be sure all of the
pins are in the holes. Did you forget the
jumper? If the computer displays the
inverse K but will not respond to the
keyboard, check the tails. They should
be seated straight in their sockets. The
fault rarely lies within the RAM IC itself.
However, that is a possibility. At that
point you will need someone experienced
in working with digital circuits to help
you solve the problem.
Conclusion
Now that you are up and running, try
the following command:
PRINT PEEK 16389*256-16384
That should display 2048, which is the
amount of memory you now have avail-
able. A full screen requires 704 bytes of
memory The system variables require 125
bytes. With IK of RAM, you are left with
195 bytes for a program. With 2K of RAM
you are left with 1219 bytes; over six
times as much program space. Of course,
the ZX81 Basic does not really dedicate
704 bytes of memory unless your program
fills the thirty-second position of every
line. That will rarely happen, but now
you can enter a reasonably long program
and still have a full screen display if you
want it. *m
July/August 1982
39
ZX81
SOFTWARE
DAMES PACKS
I for 1K ZX81 & 8K ROM ZX80. Eight
fantastic programs for the
unexpanded ZX81, including
DIGICLOCK, 9-LIVES, REACTION TEST,
GOBBLER and PATTERNS.
$9.95 ($12.95 in Canada)
2 for 16K ZX81. Four programs writ-
ten in BASIC for the expanded
ZX81. PONTOON, FRUIT
MACHINE, OXO, and BIO- RHYTHMS.
$9.95 ($12.95 in Canada)
J for 16K ZX81 and 8K ROM ZX80.
Two programs for expanded ZX81
to keep you entertained for hours!
3-D 0X0 is written in machine code and is
hard to beat. MARS RESCUE is a com-
pulsive adventure game.
$9,95 ($12.95 in Canada)
4 for 16K ZX81. ZOMBIES — escape
as they chase you around Zombie
Island. Lure them into the pits, but
don't fall in yourself. MOUNT MAYHEM —
can you reach the 20,000 foot summit?
Look out for Yeiis and other hazards!
$9.95 ($12.95 in Canada)
DICTATOR
Fantastic new adventure game for 16K (or
greater) ZX81. You have just become 129th
ruler of Ritimba with a single goal in mind:
take full advantage of the situation for
your own good. You have to deal with a
handful of factions: unruly army,
downtrodden peasants — but you have
the secret police on your side.
$14.95 ($17.95 in Canada)
CONSTELLATION
Turn your ZX81 into a telescope with this
amazing 16K program. Produces a simula-
tion of the night sky as seen from any
position on Earth at any chosen time this
century. You may point your telescope in
any direction, move it up, down, left or
right, zoom in or out. Stars may be
displayed by magnitude or constellation
$14.95 ($19.95 in Canada)
CHESS
A challenging chess programme, written
in machine language, designed to operate
in the ZX81 fast mode. ZX Chess allows
you to select from 6 levels of play, choose
either black or white, and enables castling
and en passant moves. Unique "self-
running" feature: you start the tape and
when the chess board appears on the
screen, start your game.
ZX CHESS! N ow $12.95
On
Cassette
IXAS
Assembler
Now you can use the full power of the Z80
microprocessor without having to
laboriously POKE in instruction codes.
This full specification Z80 assembler
assembles all the standard Zilog
mnemonics, which are simply written into
REM statements (more than one per line is
allowed) within your BASIC program.
When assembled, the assembly listings,
together with assembled codes and
adresses, are displayed on the screen.
The assembled code is executed by USR.
The program occupies 5K, is situated at
the top of the memory, and is protected
from overwriting. This means that ZXAS
may be used in conjunction with ZXDB
(see below), providing an extremely power-
ful machine code system normally only
found on very expensive computers.
The program is available for both the ZX81
and the 8K ROM ZX80, and in both cases,
the 16K RAM pack is required. Despite the
low price, ZXAS is a FULL-
SPECIFICATION assembler, and is a must
for all serious ZX users. Full documenta-
tion on how to use the assembler (in-
cluding a list of the mnemonics) is sup-
plied.
$9.95 ($12.95 in Canada)
VVJID Disassembler/
minrnJU Debugger
The perfect complement to the ZXAS
assembler, ZXDB is a complete combined
machine code disassembler and debugg-
ing program. Like ZXAS, it is itself written
in machine code for compactness, and
may be used in conjunction with ZXAS,
still leaving about 9K of memory for your
own program.
Apart from the DIASSEMBLER, the pro-
gram has features including SINGLE
STEP, BLOCK SEARCH, TRANSFER AND
FILL, HEX LOADER, REGISTER DISPLAY
and more, all of which are executed by
simple one key commands from the
keyboard. All in all, an extremely powerful
programming aid, well worth the money
for the disassembler alone!
$9.95 ($12.95 in Canada)
STAR TREK
The classic computer game in which you
trek across the galaxy in search of Kl-
ingons to zap with your phasers and
photon torpedoes. You have long and
short range scanners to help you find
them, Starbases to refuel your ship at and,
of course, various witty comments from
the crew. 16K.
$9.95 ($12.95 in Canada)
VU-CALC
VU-CALC. Constructs, generates, and
calculates large tables for analysis,
budget sheets and projections. Up to 26
columns of figures or data can be entered,
plus user definable formulae capable of
relating any one or more position in the
table to any other defined position.
NOW $14.95
MULTIFILl
cc> i^ai t3uG-e>-rE
*FT UP FILE PflRHMETERS
CREATE F ILE
MODIFY FILE
SERRCH FOR FILE
STEP THROUGH FILES
SUH NUMERICAL FILE
SECURITY LOCK
SPUE FILES ON TAPE
ENTER YOUR CHOICE
MULTIFILE
Data Storage System
An amazingly versatile multi-purpose fil-
ing system for the 16K ZX81. The program
is menu-driven, and number, size and
headings of files are user-definable. Both
string and numerical files are catered for.
Files may be created, modified, replaced,
and searched, and are protected by an in-
genious foolproof security system. Out-
put to the ZX printer is also provided. The
program comes on cassette, together with
three quality data cassettes for file
storage, and comprehensive documenta-
tion, describing a host of applications for
both business and personal use. Supplied
in an attractive storage case. If your ZX81
is bored with playing games, then this pro-
gram will give it plenty to think about!
$29.95 ($39.95 in Canada)
New Multifile Plus for 64 K RAM $34.95
VIEWTEXT
A ten page information display system for
the 16K ZX81. Can display both text and
graphics in any sequence with variable
speed. Many applications including shop
window displays, educations, animation,
etc
$14.95 ($17.95 in Canada)
Gladstone Electronics, 901 Furhmann Blvd., Buffalo, N.Y. 14203 (716) 849-0735
ZX81 COMPLETE
BASIC COURSE
At last, a comprehensive text lor your Sinclair ZX 81 !
The complete BASIC Course is a manual which will
immediately become an indispensible work of
reference tor all your ZX 81 programming
Whether you have never done any programming or
whether you are an experienced microcomputer
user, the Complete BASIC Course will provide itself
to you as an invaluable aid
The Complete BASIC Course is designed to teach
you to write and develop BASIC programs for the
Sinclair ZX 81 - no other books or aids are
necessary All is revealed in our easy step-by-step
guide with programs and test yourself exercises all
the way through
As you become more proficient with computing, the
Complete BASIC Course will continue to be an
essential guide, giving you finger tip references,
numerous advanced programming techniques and
memory saving devices specifically for the Sinclair
ZX81
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Part 3
Understanding Floating-Point
Arithmetic Ian S. Logan
In this article on floating-point arith-
metic we will consider the algorithms that
are used in the 8K ROM program to
perform the operations of subtraction,
addition, multiplication, and division. The
8K ROM program has four separate
subroutines for performing these arith-
metic operations. The hex addresses of
their entry points in the 8K ROM
(improved) are:
Subtraction: 174C
Addition: 1755
Multiplication: 17C6
Division: 1882
In each case the subroutine performs
its operation on the top two floating-point
numbers found on the "calculator stack,"
and returns the result as a single floating-
point number that replaces the "lower" of
the two operands. The pointer to the end
of the calculator stack (STKEND) will
point five locations lower after each
operation in consequence.
Now, before going into the details of
these four subroutines, let me recap how
a floating-point representation of a deci-
mal number is produced.
In the ZX80/81 system floating-point
numbers occupy five bytes. The exponent
takes one byte, and the mantissa, four.
The first stage, therefore, is to consider
your decimal number in E format. It is a
convention that the mantissa has only a
fractional part and thereby starts with a
decimal point. To illustrate the process
let us take the number 456.
The decimal exponent will be +3, and
the decimal mantissa will be .456. Note
that the number is positive.
Next the operations should be repeated
in binary to obtain a "true" binary floating
point. The binary representation of 456 is
1 1100 1000. The exponent is +9 or 1001
and the mantissa will be 1 1 10 0100
Dr. Ian S. Logan, 24. Nurses Lane, SkeHin«thorpe
Line Ion. LN6 OTT. U.K.
Now the exponent and mantissa can be
made up to the correct size and expressed
in hex as follows:
Exponent: 09 (1 byte)
Mantissa: E4 00 00 00 (4 bytes)
To obtain the correct Sinclair repre-
sentation there are two further conven-
tions to follow:
1) Add 128d (80h) to the exponent.
2) Replace the first bit of the mantissa —
it is always set!— with a zero if the number
is positive.
Hence, the final representation for 456
will be:
89 64 00 00 00 in hex, or
137, 100, 0, 0, in decimal.
Now let us consider the actual sub-
routines.
Subtraction
The subroutine that is uniquely used
for the operation of subtraction is very
short as the algorithm used is to change
the sign of the subtrahend (the number
being subtracted) and then to proceed
with an addition. The actual steps are:
1) Fetch the subtrahend and return if it
has the value 0; i.e., 456 - is always 456
and the operation of subtracting a zero
can be ignored in all cases.
2) Fetch the first byte of the mantissa
of the subtrahend and "flip" the sign
bit-the first bit: 456-315 = 456 + (-315).
3) Proceed to add the two numbers.
Addition
This subroutine is fairly complicated as
it has to cater for simple additions of
positive numbers whose results are
"within range," for additions with negative
numbers, and for additions that go "out
of range."
The essential parts of the subroutine
are, however, fairly easy to explain. The
steps are:
1) Fetch the augend (the first number
of the addition). Reduce the exponent by
July/August 1982
80h, restore bit 1 of the mantissa if the
number is positive and make a note of the
sign of the number. The augend is now in
a "true" floating-point form.
2) Fetch the addend (the second num-
ber of the addition) and produce its "true"
floating point form.
3) Compare the "true" exponents
against each other and, if the addend is
larger than the augend, switch over the
numbers. I.e., when adding 456 + 38, the
exponents in decimal are +3 and +2, so
leave as is. But, when adding 38 + 456,
switch over the numbers to make 456 +
38.
4) Find the "difference" between the
exponents. This difference is the "amount
of shift" that will be needed to "line up"
the addend for the actual addition. This
can be shown in decimal as follows:
456 + 38 is (.456 E + 3) + (.38 E + 2)
The difference in the exponents is +1,
and the addend is shifted one place to the
right to make the addition:
(.456 E + 3) + (.038 E 4- 3)
Now the true addition takes place
between the mantissas, and the result is
(.456 + .038) E + 3 = .494 E + 3 = 494
5) Therefore shift the addend right-
wards if needed and add the two numbers
— the mantissas— together.
6) Normalize the result if it is not
normal.
In binary floating-point the above addi-
tion of 456 4- 38 becomes:
456 is 137, 100,0,0,0
with a "true" form of 9, 228, 0, 0,
38 is 134,24,0,0,0
with a "true" form of 6, 152, 0, 0,
The augend is larger than the addend so
the numbers do not need to be switched
over, but there is a "difference" of +3, so
the addend has to be shifted three places
to the right to line it up with the augend.
Thus
456 stays as 9, 228, 0, 0,
whilst 38 becomes 9, 19, 0, 0,
The two mantissas can now be simply
added together to give the result
456 + 38 = 494 as 9, 247, 0, 0,
This result does not change with nor-
malization but with the exponent aug-
mented and the sign byte entered it
becomes finally:
494 is 137, 119,0,0,0
Note that, when an addition involves
negative numbers, the subroutine 2's
complements the negative mantissas, and
that, if the final result is to be negative, it
too will need to be complemented before
being placed on the "calculator stack."
multiplication
The subroutine for multiplication is
fairly straightforward. For two numbers
in floating-point form to be multiplied
together, the exponents are simply added,
and the bytes of the "true" mantissa are
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multiplied together bit-by-bit. The man-
tissas, being "fractional," when multiplied
together, decrease in absolute magnitude
and hence there is no danger of overflow.
However, the addition of the exponents
has to be checked for all the instances of
"underflow" — reaching zero — and true
numeric overflow.
The actual steps of the subroutine are
as follows:
1) Fetch the multiplier (the first number
of the multiplication) and return if it is
already 0; if it is not, form the "true"
mantissa.
2) Fetch the multiplicand (the second
number of the multiplication) and force
the result to be if it is already 0. If not,
again form a "true" mantissa.
3) Make available a set of registers to
hold the result of the multiplication and
set a counter to count the 32 times
required for the multiplication of a pair
of 32-bit mantissas.
4) Perform the 32 operations that pro-
duce the result.
5) Add the exponents, check for
"underflow" and "overflow," and finally
normalize the result.
As before, the algorithm will now be
illustrated with decimal numbers before a
binary example is given. Consider the
multiplication of 13 * 12 to give 156. When
converted to normalized E format, the
problem becomes
(.13 E+2) * (.12 E + 2) equals (.156 E + 3)
How is it done? Following step 3 above,
the result is set to be 0, and a counter set
for the number of digits in the mantissas—
in this case, 2. Then the following looping
is performed the specified number of
times.
The steps of the loop are:
1) Shift the multiplier rightwards and
note the carry.
2) Increase the result by the product of
the carry and the multiplicand.
3) Decrease the result by shifting it one
place to the right.
Now let us look at the example values:
1st loop
1) .13 becomes .01 with a carry of 3.
2) The result, presently 0.0, is increased
by 3 * .12 to become .36.
3) Decrease the result, by shifting right-
ward, to make .036.
2nd loop
1) .01 becomes .00 with a carry of 1.
2) The result, presently .036, is
increased by 1 * .12 to become .156.
3) Decrease the result, by shifting
rightwards, to make .0156.
This value of .0156 is the mantissa that
goes with the exponent obtained by
adding the "true" exponents, and the
result is presently 0.156 E + 4 which
upon normalization becomes .156 E + 3
which is the expected result.
In binary floating point 13 * 12
becomes
(132, 80, 0,0,0)* (132, 64, 0,0,0)
with the result 156 being 136, 28, 0, 0,
The "true" exponents of both 12 and
13 are 4, and the first nibbles (the first
four bits) of the "true" mantissas are
13: the bits 1101
12: the bits 1100
In this example for simplicity the multi-
plication will be made between two 4-bit
mantissas to produce an 8-bit result. The
full operation is 32 bits by 32 bits.
Now let us consider the loops.
1st loop
1) The multiplier, 1101, is shifted to the
right to give 01 10 and the carry equals 1.
1.
2) The result goes from 0000 to 1 100
and is itself shifted to give 0110.
3) The end multiplier bit was set, so the
present multiplicand was added to the
result before it was shifted.
2nd loop
1) The multiplier goes from 0110 to
0011.
2) There is no addition of the multipli-
cand, but the result is still shifted to give
00110.
3rd loop
1) The multiplier goes from 0011 to
0001.
2) The result is increased by adding the
multiplicand; 001 10 becomes 1 1 1 10.
3) This is shifted to become 01 1 1 10.
4th loop
1) The multiplier goes from 0001 to
0000.
2) The result goes from 011110 to
1.00111.
3) When shifted, it becomes 10011100
(8 bits given).
The exponents are now added and the
5-byte "true" number is formed as
8, 156,0,0,0
which, with the exponent augmented and
the sign bit reset, is
136, 28, 0, 0,
and that is the floating-point representa-
tion of 156.
Division
Of all the arithmetic subroutines, divi-
sion is the most complicated and the least
understood. It is particularly interesting
44
SYNC Magazine
to note that the Sinclair programmer
himself has made a mistake in his pro-
gramming (or has copied over someone
else's mistake!) for
PRINT PEEK 6332 ("unimproved"
ROM, 6351)
should give 218, not 225.
To divide one number into another in
floating-point form requires subtracting
the exponents and dividing the mantissas
bit-by-bit. Care must be taken to get the
correct exponent for the result because
there is a "borrow" to be taken into con-
sideration.
The actual steps of the subroutine are
as follows:
1) Fetch the divisor (the second number
of the division) and give REPORT-6 if it
is 0; otherwise, form the "true" floating-
point form.
2) Fetch the dividend (the first number
of the division) and form its "true"
floating-point form. A return is made if
the dividend is as there is no need to
divide into 0.
3) Set a counter to the number of bits
in the mantissas. In the actual 8K ROM
program the counter is used for 34 loops
as extra accuracy is sought — but then lost
because of the "programming error."
4) Perform the looping operation.
5) Subtract the exponents and adjust
for the "borrow" before, finally, normal-
izing the result as usual.
As before, the operation will be illu-
strated in decimal and binary arithmetic.
Consider the division of 486 by 3 to give
162 which, when converted to E format,
is (.4S6E + 3)/(.3E + l) = .162E + 3
So, the steps are:
First, set a counter to 3 as there are
three significant figures in the dividend.
Second, perform the following division
loop three times:
a) Subtract the divisor from the present
dividend. If it does "go," count the times
that it does and proceed. Else, restore the
dividend and proceed with the count at 0.
b) Rotate the "times count" leftwards
into the result, initially 0.
c) Shift the present dividend also left-
wards and note carefully whether or not
a carry is produced. If there is no carry,
go to 1 on the next loop; but, if there is
carry, then the divisor will definitely "go"
into the dividend, and this is done directly
before going to 2 for the next loop.
Now let us see the example values.
1st loop
1 ) .486 - .3 does go once, so make the
subtraction to give a new dividend of . 186
and a "times count" of 1.
2) Make the result 1.
3) Shift the dividend leftwards and note
that there is carry.
2nd loop
1) The divisor is now subtracted as
many times as it will go; i.e., 1.86 — .3
can be done 6 times and the dividend
becomes .06.
2) The "times count" of 6 is rotated
into the result which goes from 1 to 16.
3) The dividend is now shifted left-
wards, with .06 going to .6 with no carry.
3rd loop
1) The present dividend is divided by
the divisor, giving a "times count" of 2.
2) This "times count" is then rotated
into the result which thereby goes from
16 to 162. Strictly, this should now be
read as .162.
The exponents of +3 and +1 can now
be subtracted from each other to give
+2, the "borrow" taken into consideration
to make it +3, and the final result consid-
ered as .162 E + 3.
Certain of the above mechanisms are
difficult to explain in decimal arithmetic,
but, by repeating the operation in binary
floating-point arithmetic, I hope these
points will become clear.
In binary floating-point the operation
is 486 / 3 or
(137, 115, 0,0,0)/ (130, 64, 0,0,0)
with the result 162 being 136, 34, 0, 0, 0.
The "true" exponent for 486 is 9 and for 3
it is 2. In this case the division simplifies
to .11110011 /. 11000000
and there will be eight loops to consider.
1st loop
1) Trial subtract the divisor. It does go
once so the dividend becomes .0011
0011.
2) The "times count" goes into the
result to make it .0000 0001 and the
dividend is rotated to give .01 10 0110.
2nd loop
1 ) The subtraction does not go.
2) So the result becomes .0000 0010
and the dividend .1100 1100.
3rd loop
1) The subtraction goes, giving a divi-
dend of .0000 1 100.
2) The result becomes .0000 0101 and
the dividend is shifted to give .0001 1000.
4th-6th loops
1) On no loop does the subtraction
"go-"
2) Hence the result becomes .0010 1000
and the dividend is . 1 100 0000.
7th loop
1) The subtraction goes, leaving a
dividend of 0.
2) The result becomes .0101 0001.
8th loop
1) The result still has to be shifted,
although the dividend has been
exhausted.
2) It becomes finally .1010 0010.
The exponents are now subtracted: 9 -
2 — 7. The 'borrow" is considered to give
a final exponent of 8 and this makes the
result:
"true": 8, 162, 0, 0,
in Sinclair form: 136, 34, 0, 0,
which is decimal 162.
The reader is encouraged to try the
operations for any other values. Further
details of the arithmetic routines can be
found in Sinclair ZX81 ROM Dis-
assembly, Part B by Dr. Ian Logan and
Dr. Frank O'Hara. {Ed. — This work is
available from several sources. See the
ads in this issue. ) 5i
CHIRPER module for your ZX81
The CHIRPER module lets you enter keyboard
data fast and accurately. A sound can be heard
when a key has been entered enabling you to
spot a double entry or missed entry without
looking up at the screen.
The CHIRPER module lets you hear sound
patterns of a program running. Sound effects
can be created. Included is a program that plays
a tune of random notes on 1 K or 2K machines.
The CHIRPER module installs easily mside the
ZX81 case with only 3 wires to connect. Com-
plete installation instructions included.
To order your CHIRPER send a check or
money order. We pay the postage in the USA,,
elsewhere include first class postage for three
ounces.
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Juty/August 1982
45
PRODUCTS THAT SUPPLEMENT NATURE'S COMPUTER
WE HAVE THE PRINTER
The MW100 is the only plain
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U.S. for the Sinclair ZX81, at
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TheMWIOO
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a standard ribbon cartridge
... is an impact, not a ther-
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. . . prints 16 characters per
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easy to use software
commands
. . . uses the standard ZX81
printing commands: L List,
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records
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program listings, useful
when writing programs
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. . .full instructions supplied
. . . comes with a 14 day
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a 90 day warranty.
WE HAVE THE PROGRAMS
MATRIX PLANNER-16K
An "electronic spreadsheet"
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revise the family budget. In
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and production scheduling.
Hardware required: 16K
SPACE INTRUDERS-16K
Play the world famous
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40 alien ships in each squad-
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DATA BASE/FAST
FILE-16K
An all-purpose business ori-
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files, catalogues, expense
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leads and keeping accurate
client records. At home,
use for Christmas card
lists, family health and
dental records. Hard-
ware required: 16K
GULP-16K
Everyone's favorite game of
maze pursuit and counter-
pursuit. Try to escape from
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five different maze formats.
At the same time, accumu-
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everything in your path.
Quick reflexes a must!
Hardware required: 16K
ADVANCED MACHINE
CODE MONITOR-16K
Here is the tool to help you
direct your machine through
the forest of machine code
and hexadecimal. Test
machine-code instructions
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Comes with a detailed
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CHESS-1K
Displays board positions
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QUANTITY
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NAME (PLEASE PRINT)
ADDRESS
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24.95
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1.95
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LZI CHECK ENCLOSED
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4K ROM; 16K RAM
8KROM;16KRAM
ZX Destroyer
Raymond Fowkes
ZX Destroyer is a fast moving action
game which is written in a hybrid Basic
machine language program to create a
continuous, flicker free display. The
machine language code routine is a care-
fully synchronized program loop which
controls the laser base, alien ship, and
video display. The Basic section provides
the initial set-up and ending.
4K ROM Version
Loading the Machine Code
The machine code routine is placed in
a REMark statement at the beginning of
the program. Remember, whenever you
are working with machine code, save
frequently. It is hard to save too often!
1 ) Type in the lines in Figure 1 very
carefully. Just enter the numbers one after
another. Do not enter the spaces; these
are included only for your convenience.
Note also that the O's in lines 1 and 2 are
not zeros. It is suggested that you SAVE
after entering each REM line.
2) Type in the checker routine in Figure
2.
3) Press RUN and NEWLINE and wait
for the results.
4) Unless you are one of the lucky few,
the computer will indicate a mistake in
one of the four REM lines. If so, go back
and recheck your entry. Correct the
indicated line. Repeat this procedure until
the result is "PROGRAM OK," SAVE
the corrected version. You are now about
90% sure that the machine code routine
will run correctly.
Raymond Fowkes, PO Box 336. Coalifiga < \
93210.
5) Enter the lines in Figure 3 over the
existing ones and RUN. The machine
code program has now been processed
and stored in line 1. Do not LIST line I or
press HOME! Doing so couid crash the
program and ruin all the work you have
just done. SAVE.
Entering the Basic Program
1 ) Erase lines 2-120 by entering the line
number and hitting NEWLINE.
2) Enter the program in Figure 4 exactly
as printed. This provides the set-up for
the game. SAVE again.
3) Press RUN and NEWLINE.
4) In the center of your display you
should see the alien space ship with the
alien in the middle of his control dome.
Two powerful rotating screens protect
the bottom of the ship. You will also see
the invader's laser moving back and forth
underneath the ship. It will fire when your
laser base comes into range.
5) In the lower left corner of the display
you will see a "$" which represents one of
your laser bases. In the upper left corner
the display will tell you how many func-
tioning lasers you have.
6) If the screen display does not match
the description in 4) and 3) above, go
back and check your Basic program or
reenter your machine code routine. If
neither of these works, wait for the next
Glitchoidz report!
8K ROM Version
The 8K ROM version is very similar to
the 4K ROM version and gives flicker
free action in the FAST mode.
Loading the Machine Code
1 ) Load the the machine code in Figure
6 as in step 1 in "Loading the Machine
Code" above. This code is a modification
of the 4K ROM version. Unlike the 4K
machine the 8K machine allows you to
LIST the REM lines without crashing the
system.
2) Enter the checker program in Figure
7. RUN the program in FAST mode.
3) After several seconds of processing,
the computer will indicate a "PROGRAM
OK" or a mistake in one of the first four
lines. If you have 2K RAM. editing
requires a special process. First. LIST the
line with the mistake. Then execute a
CLEAR command and EDIT when the
screen is cleared. You can then make the
correction and return the line to the
program by pressing NEWLINE. RUN
again and make any further corrections
needed until the result is "PROGRAM
OK."
4) Enter the lines in Figure 8 over the
existing lines. SAVE.
5) RUN the program. When it is fin-
ished, the machine code routine will be
processed and stored in line 1.
6) Delete lines 20-90 by entering the
line numbers and NEWLINE. Then enter
the lines in Figure 9. Line 10 causes CLS
to fill the screen wjth spaces. If you have
16K RAM, this is automatic, and you can
use this line as a place for the program
name. Lines 100-170 set up the display.
Lines 180-200 reset the laser indicators
and start the laser base at the lower left
corner of the display. Lines 210 and 240
should be entered only if your computer
can run in the SLOW mode.
7) Again SAVE. Then RUN. You
should see the same screen display as
above in the 4K version.
48
SYNC Magazine
Figure 1: 4K ROM Machine Code.
1 HEM 2^1 923 111 117 CY9 I ? A >7 «8D UT8 FXV
?2S N59 FrfV 22S NAA W^d MAA 9 CK 33X P7l *"TC JlX
UCn ?,C PIC 9^C F5? 28D UAK 1 T9 ETK QHH CFU K3Q
TIT 1Q5 UQG ?5a BCK 5SY CF5 729 A9C VA? -S <3 CDT
CXj 5DC *CG 6XT CK3 2k2 C6^ IY1 Q36 DUA ZFU K3?
Ui-V IY1 3FU QCI 3CT 3i v X XSE 7EG K3X S8C K63 Y8l
36D UAJ STG QY3 3AK 587 5HA 3PC G37 LXG CK3 C8
2 REM FUI CA, 7*K 1ZF UrI K13 271 CG3 XV7 1CK
31 H A1C G36 U8H UK1 IEB *53 7TG 67Z HUG IBS 97N
G6Z Kro H7L CG3 6lo £?K CG3 «NK 771 PHK \ZY. 3l±
973 VAK 1QH ?R9 T27 ZXQ CKB ^C6 643 IE3 Q3*
ZHU K77 P^H ACJ C7Q X2C KC7 3DU 101 Q/F 012 CIS
2JI XI Q MrU 9FO 5AJ 7BH ACr 6N3 8DU QK1 111 9?i'
X2S TiX 2KQ 187 K67 3D7 I VI KEH ACM 6RC r"6L ; U
3 HEM 211 ll6 111 ill 712 ?73 231 1~1 2^3 ll6
6l2 712 116 612 k?B 162 778 17^ 151 ^12 l 7 7 9 11
147*4- i?7 4i7 317 311 121 212 162 361 1^ 7^1 *11
6?6 212 ^?6 111 i?4 172 7^1 111 317 M6 311 616
311 716 576 115 7 9 1 121 7^1 111 173 1~1 122 ?U
OOO IT) 1 "7^
199 O 1 A
731 212 2l6 616 112 171 113 717 6ll 111 721 <*2
U REM 221 481 112 112 211 212 512 ?6l 171 1°
111 867 61? 322 2?1 178 1?1 116 7?\ ??.? 212 111
521 212 111 76l 212 111 76l 222 111 122 17° 111
213 182 111 S6l 631 HI 721 174 121 178 173 1 9 1
122 211 111 87? 113 127 211 n? 161 1>3 321 117
611 ill 43j 211 76i 111 873 111 9 1 9 1°1 1U 1 A 3
111 631 111 661 m 731 111 '11 874 1 ;47 ^1 A ?2
Figure 2: 4K ROM Checker Program
10 LET B=0
20 FOR A« 16426 TO 17419
30 LET B=B+PEEK (A) -PEEK iA+1 )
40 IF A« 16672 THEN IF NOT B«36
5 THEN GOTO 120
50 IF A-16920 THEN IF NOT B=65
THEN GOTO 120
60 IF A- 1/170 THEN IF NOT B»35
9 THEN GOTO 120
70 LET A=A + 1
80 NEXT A
90 IF NOT B=22 THEN GOTO 120
100 PRINT "PROGRAM OK"
110 STOP
120 PRINT "MISTAKE IN LINE*"; A/
249-65
Figure 3.
55 l<
40
60
7o
80
90
\ 00
1 LO
1 20
LET B--= 16427
FOR A-16427 TO 16916
POT F_ A, PEEK (&) +PEEK (B+498) *
)44
LET B-B+l
IF B=166/2 THEN LET B=B + 4
NEXT A
POKE A+3,254
POKE h»^2,2
POKE A+l ,
POKE A, 1 18
POKE 16403,2
LIST 2
Figure 4: 4K ROM Basic ProRram
100 POKE 16421,24
110 PRINT "LASER#5##*####*WW"
120 LET BS»CHR*<131)
130 PRINT
*;B*| "W"
140 PRINT
D"
150 PRINT
16U PRINT
•#**t**w";B*;B*: "##";B
'##F";B$, "####" ;B*;
jCHR* (134
;CHR*< 134) ;
■*FE" , " "###tt»RD"
"#£#####" ;CHR*< 128) ;
"0##### M ; c;hr* < 136)
170 LET B*=CHR*(130)
180 PRINT ,&*;"######"
> ; "E#tttttt#*NJ"
190 PRINT , "0#####F"
CHR« ( 1 36 ) ; "' ###### M ; B*
200 PRINT , M u#*####SP#+**t##tt M ;B*
, "#### AAAAAAAAAAAAAAAAAAAAAAAA ",
"#ttti# AAAAAAAAAAAAAAAAAAAAAAAA " ,
FOR A-l TO 14
220 PRINT ,,, ,
230 NEXT A
240 PRINT
250 POKE 16429,0
260 POKE 16432, 177
270 POKE 16437,0
280 RANDOMISE USR ( 16439)
300 INPUT A %
310 CLS
33o RUN
_ Figure 5: Sample Opening and Ending. .
CLS
20 PR J NT , M ZX"
PRINT
40 PRINT
50 PRINT "SKILL: ##30»BEG INNER*
TO INEXPERT"
60 INPUT A
70 IF l:A OR A , 30 THEN GOTO 60
80 POKE 16428,^
90 CLS
3 1 F P P E K 1 1 6 4 3 7 ) ■ = 1 6 I HE N G I
540
310 CLS
■ PRINT "YOU WERE DESTROYED"
330 GOTO 4
340 INPUT B%
350 CLS
360 PRINT
*"
370 PRINT
380 PRINT
390 PRINT
r
400 PRINT
410 PRINT
PRINT
'*# INVADER DESTROYED**
'CRASH CURSOR"
'WOULD BE PROUD OF" YO
"N/L TO PLAY AGAIN"
July/August 1982
4.
430 INPUT B*
440 IF &*="" THEN RUN
(or THEN RUN 90;
Note: To make winning more difficult,
add this and delete line 70 (to prevent
memory overflow):
210 FOR A«l TO 52
PRINT " + + + + 4+ + -*";
235 PRINT
49
Fi«ure 7: 8K ROM Checker Program.
Figure 6: 8K ROM Machine Code.
i REM G4.1R2E11I117CYQU2BSDUTS
aU2S7U7392305HU7392U2SMU73SNflRUV
SHRfi9CM33XF71PTCJlX4CM20CFlC94CF
5728DUflKlT9ETK0HRCF4K60TlT10SD0G
75XBCM55YCF5729R9CM4T5X30DTCX35D
09CG6XTCK3242C6dIY10S6DUMUUK67l, i
PPIY18UUOCI3CT3MXRSE7E6K6XMKCK6E
YS 1S6DURJSTGG074HRSFCG37LXGCK30
2 REM 8UUICRQ7UK1ZUUPIK1S271C
G3XU71CK31HR1CGB643YUK1IEBOS67TG
67ZYUCIBS77NG62MPSH7LCGB6ISE7KCG
BMNK27IPHK1CKB1P97RU9K1QH7R9T27I
XQCKB2C664BIEBOS6HURZYUK27P9HRCJ
C70X2CKC78DUIE20HF02201S2JIX10HF
09F0SRJ7BHRCP6NB8HU0K1I119TYX2ST
IX2K0187K67SD7IU1KEHRCM6RCF6L7U
2© REM 2X1317111113.7142782126©
11 12866 1211 12766 1211 1276612478 ie
2778174.1514.12127211474-1274-173173
11121212162361144741211626212426
11117417274111131741631161631171
65761157211217411111731211422111
13111242172176141221116211177217
1117312122167611182176111117214
30 REM 24214811121142112125127
61171272111867612324221178121116
22142721211162121211176121211176
12221111221721112131821118616311
11721174128178173121142211111872
11312721121211114332111761111143
32 11761 11 1873118212121 11116311 15
3111166112173111121187414741652
50 LET B=0
60 FOR fi=16509 TO 17516 STEP 2
70 LET B=B+PEEK R#(PEEK CR+i)-
1)
80 LET C= (fi-16507) /126
90 IF C=2 RND B0 243529 OR C=4
RND BO488Q40 OR C=6 AND B<>61£
608 THEN GOTO 140
100 NEXT R
110 IF B0 733561 THEN GOTO 140
120 PRINT "PROGRAM OK"
130 STOP
140 PRINT "MISTAKE IN LINE ";"1
2 2030" (C-l TO C)
Figure 8.
10 REM
20 REM
30 REM
35 REM
4© POKE 165 21,244-
5© POKE 16512 . 1
60 LET B=165I4
70 FOR R=B TO 17005
80 IF 8=16760 THEN LET 8=8+6
9® POKE A, PEEK B + PEEr: VB + S04.* tf
35-1044
100 LET B=B+1
110 NEXT R
120 POKE 16511,233
130 POKE A+5,234
14© POKE ft +4 ^
150 POKE ft+3.2
160 POKE A+2.10
17© POKE A+l,e
180 POKE ft . IIS
EVEN IF YOUR LIGHTS GO OUT
YOUR COMPUTER WON"
Introducing
NiCd Battery Back-Up Units from Syncwware
PRICES:
Baby BBU — 39.50
BBU-1 — 54.50
BBU-2- 84.50
• Make your ZX Portable
BBU-2 runs over 2 hr.
BBU-1 runs 1 hr.
Baby BBU runs V4 hr.
• Make your ZX immune
to line glitches!
• Protection against
brown-outs, blown
fuses, etc.
TIRED OF LINE GLITCHES
GIVING YOUR COMPUTER AMNESIA?
Let Syncware take the annoyance out of computing. Baby BBU and BBU-1 use ex-
isting power supply; in case AC iine goes dead or power supply gets knocked out
of socket, battery takes over until power restored, preventing memory loss.
BBU-2 contains built-in heavy duty power supply,
eliminating need for original supply. In addition,
BBU-2's output is pre-regulated at 8 volts for addi-
tional glitch rejection, and also lets your ZX run con-
siderably cooler. DON'T WAIT FOR A SUDDEN
CRASH BEFORE YOU ORDER YOURS!
Prices are postpaid in continental
U. S. Foreign orders — add $5. 00.
Payment must be in U. S. cur-
rency Send check, money order or
international M. O. only.
SINCLAIR/TIMEX USERS
NOW SYNERGISTIC OFFERS YOU THE SMART™' CHOICE
DESIGN
THE SYSTEM LOGIC KBD-I
SMART™' KEYBOARD
ENHANCEMENT FOR
SINCLAIR/TIMEX
COMPUTERS
* •% 4. 4m m» dh +'+ mm mm ■
m% mh Jm A mm mm —
h
SYSTEM LOGIC — KBD-1
The System Logic KBD-I Keyboard en-
hancement offers Sinclair ZX-80, ZX81
and Timex TS-100 users an intelligent
keyboard peripheral.
A KBD-I allows an increase in user
throughput by as much as 70% while re-
ducing fatigue factor errors.
Now enter data and programs quickly
without having to 'hunt' for key contacts.
Each key produces 'tactile' feedback in
addition to employing right-and left-hand
'smart' shift keys. The KBD-I remains in
the shifted mode with a single keystroke,
while exiting from the shifted mode with a
second (left or right!) keystroke entry.
The KBD-I simplifies integrating your
computer system into a professional or
business application. The compact size
of the KBD-I permits easy portability, its
brushed aluminum black anodized cabi-
net is a cautious blend of attractive
design and the highest quality engineer-
ing and manufacturing techniques.
SMART ™ features
Patent Pending
FEATURES
• SMART™' shift function
• Tactile feedback
• 59 keys (with left and right shifts)
• Standard (QWERTY) typewriter format
• Silk screen labels compatible with
Sinclair/Timex keyboard
• Compact design
• Rugged yet attractive black anodized
aluminum cabinet
• Simple installation
• Custom engineered for Sinclair/Timex
computers
SPECIFICATIONS
Contact resistance: 20Q @ 1 mA
Contact rating: 1.0V/ A
Contact bounce: ^S.OmSec.
Switch life: 5.0x1 6 operations
typical
Switch force: < 9.0 oz.
Switch travel: .01 5 in.
MAIL ORDER TO:
SYNERGISTIC DESIGN
P.O. BOX 41 1023
CHICAGO, ILLINOIS 60641
•Illinois residents include
6% sales tax.
SYSTEM LOGIC KBD-I KEYBOARD
PRICE
$89.95*
QTY.
AMT.
Shipping and handling (per unit)
$ 4.95
$ 4.95
Money order or check TOTAL
NAME
ADDRESS_
CITY
.STATE.
_2IP_
.Figure 9: 8K ROM Basic Pro R ram.
10 POKE 16389,128
90 CL.S
100 PRINT "LASER 5";TQB 15; "^
110 PRINT TAB 12; *W~ ^^■"
120 PRINT TRB 10; ■•^■» ; TRB 20;"
130 PRINT TRB 9;
14.0 PRINT TRB 9;
150 PRINT TRB 8;
I
160 PRINT TRB 8;
170 PRINT TRJ^B
t;;TRB 4-; " r "~
Tl;TflB 4.;
• * ";TRB 21;
V ■
V
9
180 POKE 16516,0
190 POKE 18519,223
S00 POKE 16524- ,0
210 FRST
220 RRND USR 16526
230 PRU3E 99
24.0 SL.QU
250 RUN
The number or letter indicates the key
on which the graphic is found and the
number in () gives the number of times to
press the key.
1 00 < 2 ) 6
110
6;
(2) 1\ (2) 7;
1 20
3;
7; 7; 4
1 30
3;
1; 2; 4
140
T;
space; 5; Y
1 ^j'O
G;
1 60
5;
3; R; Y; 8
1 70
5;
T; 4; 8; (24)
(24) A
To changei
4K ROM
8K ROM
Number o-f 1
aser basest
Change the number in 1 ine
110
100
Speed o-f al
ien's laser:
POKE a number -from 1-30 into
16428
16515
Speed of al
ien's screens;
POKE another number into
16830
16919
(It is 6
now; try 1 or 2)
Laser base
graphic!
POKE new c
haracter code into
16621
16716
and into
16904
16993
Alien's laser graphics
POKE new character code into
16527
16622
Fiiiurell: Variables.
Decimal
Initial
Address
d:(lX + di Setting
Function
16^27
o 50
skill variable
l64?8
1 3
skill set
2
laser Indicator
16430
3 8
trun t;ositl
sn
^ 1
gun direction (1,-1)
16UJ5
5 177
base cosltton
6
lqser position
l6bjk
7
laser cosltl^n
1**35
8
"shell" po
si tion
l6fc>6
9
"shell" position
10
"shell" indicator
It 6
rotate counter
52
NOW AVAILABLE
Keyboards
Standard Computer Keyboard Designed
for ZX81 , ZX80, & Micro Ace
• Same switches used on Apple Computers
• Two shift keys • 6-inch space bar
Plans for keyboard conversion with reverse video —
$5.00
Keyboard with complete parts and plans - $55.00
Wired keyboard, complete with plans — $75.00
Shipping Charge (by UPS) - $5.00
SEND CHECK OR MONEY ORDER TO
SEND SASE FOR INFO
Prices Subject To Change
LJ.H. Enterprises
PO Box 6305 Orange CA 92667
(714) 780-U22 Visa& M C Accepted
THE EXPLORERS
GUIDE TO THE
ZX81
If you have ZX81 then you need this
book (120 Pages).
1 K and 1 6K Programs.
Games and Application.
RAM and I/O Circuits.
Programming Hints
ROM Routines.
$11 from:
TIME DATA
3 - Waldon Road
Califon, N.J. 07830
Enclosed
Name
Address
City
Check/M.O.
State
Zip
SYNC Magazine
FULLER FD SYSTEM $79.95
Professional Keyboard & Case for Sinclair ZX8 1
The ZX8lfits inside.
The tough ABS injection moulded
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KEYBOARD LAYOUT:
All the Sinclair ZX81 keys are duplicated on our layout, with extra shift and new
line keys. The professional momentary action key switches have a guaranteed
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INSTALLATION
Simply unscrew the ZX printed circuit board from
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MOTHERBOARD:
We also manufacture a mother board which allows
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WITHIN the case, as well as our power supply unit
and reset switch.
AD Code
Price t
Qty
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r
Fuller FD System 42 Keyboard & case
79.95
FD System Motherboard
29.95
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49.95
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149.96
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14.95
FD Shipping and Handling
6.00
Mail to FULLER MICRO SYSTEMS,
The ZX Centre, Sweeting Street, Liverpool 2. England, U.K.
Name
Address
t US Dollars City/State/Zip
K AVAILABLE NOW S
HINTS a TIPS for the ZX81
by Andrew Hewson $8.50
*80 pages explaining clearly how to squeeze a computing quart out of a
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'Saving Space- vital reading for all ZX81 owners
"Understanding the Display File - using the display file as memory clearing a
part of the display, using tokens in PRINT statements
"Converting ZX80 programs-explaining simply but comprehensively how to
convert the hundreds of published ZX80 programs
"Chaining Programs- revealing techniques for passing data between programs
calling subroutines from cassette and establishing data files
* Machine Code Programs— all you want to know about Z80 machine language
Explaining how to write load edit and save machine code and how to debug
your routines
Routines and programs are scattered liberally throughout the text and the
final chapter consists of twelve useful, interesting and entertaining programs
such as LINE RENUMBER, BOUNCER, SHOOT STATISTICS etc
Cassettes for 16K ZX81
SPACE INTRUDERS-fight the marauding alien as you battle to save the
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PROGRAMMERS TOOLKIT- line renumber including GOSUBs and GOTOs
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$1600
Cassettes for 1K ZX81
"MINI SPACE INTRUDER'-now available for IK machine $11 95
STATISTICS - Mean standard deviation regression, trend analysis, chi squared
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Z80 Op Codes -this handy ready reckoner lists all 600 plus Z80 machine
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OXON 0X1 1 9QE ENGLAND
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ZX81
r ■
mm& H, & Ds M m K th i 5 ta PM d
1
FR = 3 292 E 05 6E = 1 297 E 03
TX= 8 275 E 05 X= 5 222 E 05
TY= 1 182 E 07 Y = -2 574 E 05
TZ = 4 780 E 06 Z = 5 692 E 06
16K
RAM
The Federation has
declared a state of allout war.
leaving you in charge of the
Starship Defiant: newest and
most advanced spacecraft
known to man
Soon, your experienced
guidance will bring you within
range of the Klingon convoy
Hundreds of stars flash by as
you check the status of your
Phasors, Shields, Masking,
Navigation, Scanning, and
Computation Equipment. Tne
energy drain is tremendous, as
the target distance indicator
ticks slowly downward...
As you come into range
you set your cross-hairs on the
nearest ship. Fire Phasors' ! '
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Maneuvers' ' ' Space explodes
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the remainder lock onto your
position..
High speed graphics and
custom ML math package
provide the real time, accurate
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You've never seen this kind of
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Only $19.95 for cassette,
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(shipping included). (Utah
residents add $ 95 tax)
NIRAD
ELECTRONICS
959 East 460 South
Provo, UT 84601
Label
JTART
Variations
Variations can be made in both ver-
sions. Figure 10 summarizes some of the
main possibilities. If you have extra RAM,
you can add your own openings and
endings such as suggested in Figure 5.
Note that PEEK 16524=16 can indicate
to a program that the invader was
destroyed.
British TV Differences
Since the speed of British television
receivers is different from that of U.S.
receivers, some adjustment may be
needed. If this adjustment cannot be
made with the vertical hold, then some
changes in the program need to be made
to slow down. For the 8K ROM try POKE
16538,79, and POKE 16556,79; for the 4K
ROM, POKE 16455,80, and POKE
16464,79. These will slow it down quite a
bit, but other values may work better.
{Ed. — SYNC would be interested in
hearing from British readers concerning
their experience with this problem. )
Playing the Game
The goal of the game is to blast through
the bottom protective screens of the alien
ship with your lasers and hit the alien (the
left foot). This will destroy the alien and
his ship. The game begins when you
launch your attack on the alien ship from
your laser base. Since both your laser and
the alien's laser fire only on the perpen-
dicular, you must get your base in position
to hit the ship. To move your base, press
the arrow keys: 5 for left, and 8 for right.
To fire press or 1. Your laser has an
unlimited number of shots. The alien's
laser has computer controlled accuracy
and will destroy all five of your laser
bases if you are not careful. So watch
out!
The game is over when you have
destroyed the alien or when you have lost
all your laser bases. When the game is
over, you can play again by pressing
NEWLINE. If not, press NEWLINE and
BREAK and you will return to Basic.
You can also BREAK at any time during
the game, •%
Flsure 12: Z80 Instructions (4K ROM)
Instruction
LD IX, 16^+27
0U? (25*0. A
LD A, 73
LD B t ?5
LD HL, (16396)
3ST ?,H
LD C,3°
CALL <±32
LD A, ■>)?
DSC AL
LD C,3l
CALL 432
LD A, 127
IN A, (25M
BRA
Comment
Index register points to variables
display one fraTe
set Tusk for 3RrJU\. key
re«*d ke.v board
push break bit Into c-rrv
54
SYNC Magazine
Label
Instruction
Comment
returi
ree, I
S«J
-. . 1 ■
-.35
■
ttecr<
TOV(
. - : )
• A
. .
E r
*,1
.
. .
- i
HL ) ,
e~as<
push off Mt
.
Lb A.C
put old Bointsr into A
upda *
• '),A
» :e pointer
ve. pointer 5 spaces
3LA £
dL , Jc
LJ A,
load A with "nev.'llne"
COTIpft •
sync
. .
reverse direction If necessary
LD
zet • ion
NcJ
fce It
• 1 . a
reels
svnc
:,A
:.ut into C
...Ar '
save It
L3 fc,(IA+3)
set ?un position
P *.c
• "left" kev
add ■
•ri^htr key
sub'
12
1a + 5)
co~ ; tion
bescln laser If aun In ro-ntlon
■ 1,1
set
LD
LO L, (IXO)
■
Inta to Usolay
LD (!6Ujj),HL
fill
1
[ ,(16*33)
tret • J nn
lr.c-ement lndi
.
erase lo--
chec-
sync
Ci (HL)
LD (HL),?
fill -
MAKE YOUR SINCLAIR
A PORTABLE COMPUTER SYSTEM
MAC (MOHR & Associates Corporation) Now Of-
fers You A Durable, High Impact ABS Plastic Brief-
case That Measures 17V 2 "X 12 1 /4"X4 1 /2". Wired For
1 10-60HZ And Ready To Be Used!
You Merely Insert Your Sinclair Components (In-
cluding Printer) In the Preformed Cavities And
BINGO You Have A Portable Computer System.
The Briefcase Has Slots For Tapes, Coax Cable
And The TV Adapter.
$149.95 Includes Shipping & Handling.
Kansas Residents add 3% Sales Tax.
TO ORDER
SEND CHECK OR MONEY ORDER
MOHR & ASSOCIATES CORP.
645 N. Baltimore
Derby, KS 67037
(316)788-1526/788-3165
MC/VISA ACCEPTED
Bridge SoPtware
Qua 1 i xy SoPtwar e
r • ■ tic
12Z2J1 Xj
.0668-
"bom;
thtJa I* n °66M Hill
Some UK customer reepons*
"I have oought numerous other items of software Yours ere
euceeeni Thev LOAD wee*, have perfect >nstruct/ons
the most user-fnendty / have ever met (P R Notts}
very pleased to fmd the program toed first time end olav §
creditable version of invaders Please supply MVL TlGRAPHlCS '
(M Z Cumbna)
Enfoymg GAMES' very much - Letter Square' >s quite
addictive "if W Manchester)
Many thanks for the Stahshcs programme. I am wee" pleased
wtth it "(AM Herts)
IK GRAPHICS (Keleidoscope. Large Print. Medium Print, Drew i
Picture). Manual nnfy (contains accurate Ratings, notes,
information and ideas!... C4.50/$9
Package of cassette end manual t&00/$12
IK GAMES (Duck Shoot, Moonlander, Hangmen. Crossword.
Letter Square). Cassette end instructions C4.SO/S9
16K GALAXY INVADERS «\ machine code. Cassette an6
instructione ( 16K RAM pack needed) £4. 50/$9
1WC MULTIGRAPHICS - crests drawings, advertising display*.
etc. on screen. Displays can be saved on tape, printed on your ZX
printer. Cassette end instructions f'oVC RAM pack needed/,. .Cfi.00/$12
IK STATISTICS - cassette end instructions £4.50/99
Prices include Air Mall Send £ or. $ check.
BRIDGE SOFTWARE (S)
36 FERNWOOD. MARPLE BRIDGE
STOCKPORT, CHESHIRE SK6 5BE ,U.K.
July/August 1982
55
SOFTWARE
and
ZX81 SUPPLIES
TIM EX 1000
GAMES, EDUCATION, HOME OR BUSINESS APPLICATIONS
Choose from our Extensive collection of over 100 programs,
far too many to list here so if you don't see something you
like, send for our catalogue, $2.25 handling and --credit on
GAMES y° ur f' rst purchase.
mazogs HOME-SAVINGS
A large complex maze which contains a glittering and fabulous
treasure, you not only have to find the treasure and bring it out of
the maze, but face the guardians of the maze in the form of fear-
ful MAZOGS. Even if you survive you could starve to death if you
get lost. 3 levels of difficulty, only $29.95 16K
GALAXIONS
Features of an arcade game. Attacks-Defends and keeps per-
sonal scores, only $14 95 16K
BATTLE SHIP
Play against the computer to destroy its battle ships, cruisers,
destroyers, etc. only 10 95 16K
VOLCANIC DUNGEON/HANGMAN
1. Attempt to rescue the elfin princess: mystical monsters, pits,
fireyheavens. Reducing strength and water make the quest
anything but easy
2. Deluxe version of the classic game, play against second per-
son or computer with 400 word vocabulary, only $10 25 16K
ALIEN INTRUDER/HIEROGLYPHICS
1. You find you are the only survivor on the Explorer Class III
star ship. Try and escape before you fall victim to the alien mon-
strosity that destroyed the crew.
2. Decode the ancient 39 symbol alphabet in time to save a
famous explorer, only $10 25 16K
WUMPUS ADVENTURE/MOVIE MOGUL
1. 1-4 players seek the famous creature in the most famous and
dangerous Wumpus hunt ever.
Features: Super Bats. Pits, Tremors. Swamps, Magic Arrows.
Giant Sea Serpents. Wumpus Muk and Magic Springs.
2. Guide making you through the often hilarious traumas of
production. Use your budget wisely to make a fortune, only
$10 25 16K
GREAT UNCLE ARBUTHNOTS INHERITANCE
You are left $100,000 but first must turn $100,000 of it into a fur-
ther $100,000 by investing in the British Stock Market and Metal
Exchange in 26 weeks. You then have a further 26 weeks to
make $100,000 running a soft drink factory, only $70.25 16K
GREAT BRITAIN LTD.
You are the Prime Minister and Chancellor of the Exchequer of
Great Britian. Your aim is to stay in office as long as possible.
$10 25 16K
AROUND EUROPE IN 80 HOURS
You have a bet of $20,000 to visit 12 capital cities in Europe in
two and a half days, travel agents permitting, only $10 25 16K
FINANCE I
Balance and maintain checkbook. No overdrawn or returned
checks, only $9 95 16K
HOME PLAN I
Keep your diary in order, only $8 50 16K
DATES
Keep track of your food and freezer needs, only $9.95 16K
APPLICATION PROGRAMS
TOOL KIT
Provides many special features (line number, search and
replace, free space, etc.) plus special graphics mode and tape
routine, only $10.25 16K
GRAPHICS TOOL KIT
22 exciting Machine Code routines that give you control over
your screen as never before, only $1025 16K
MICRO-MUSIC
Convert your keyboard into an organ mantle, only $8.50 16K
EDUCATIONAL - Learn
CHESS I
Six levels and analysis options, only $72.95 1K
CHESS II
Seven levels and a recommended move option, only $24 95
16K
ZX-BUG
30 in 1 tool. Disassemble. Access all registers, search, modify
memory with cassette routines, only $74 95 16K
BUSINESS - Opportunity
ZX-99 TEXT
Fantastic word processor with output to your printer through our
ZX-99. $29 95 16K
BASIC BUSINESS I
Cash flow control and planning. $76 95 16K
Coming in the next issue:
HIGH RESOLUTION GRAPHICS BOARD AND COLOR
All for your ZX-81/Timex 1000
DEALERS WANTED/INQUIRIES WELCOME
data-assette". 56 South 3rd. st. Oxford, PA 19363
1-800-523-2909
1-215-932-3626
ZX81 or TIMEX 1000
data-assette
®
Your One Stop Shop
All Products Guaranteed
EVERYTHING YOU WILL NEED!! ADD ON TO YOUR ZX 81ATIMEX 1000!! ALL PRODUCTS 100% GUARANTEED !!
NOW GROW YOUR SYSTEM AS YOUR NEEDS CHANGE, AND WE WILL GIVE YOU PRODUCTS, SERVICE, SOFT-
WARE AND ADVICE. WE HAVE BEEN IN THE BUSINESS IN ENGLAND FOR OVER ONE YEAR AND OFFER THIS
EXPERIENCE TO ALL OUR CUSTOMERS.
New Low Prices
1st STEP - MEMORY - RAM
16K - 32K or 64K
$59.95 - $109.95 or $149.95
Each RAM extends the BASIC memory to provide the user space for
all applications.
2nd STEP - KEYBOARDS
FULL SIZE or MINI $75.00
3rd STEP - ZX-99
TAPE
CONTROL
Now add Real ■DATA-PROCESSING power to your ZX-81 with our
sophist. cated extension. Provides FULL SOFTWARE CONTROL of
four (4) tape decks and a PRINTER interface for any RS 232 Serial
Printer, giving full 132 ASC II characters of output. Plus!!!!!!
* * AUTOMATIC TAPE TO TAPE COPY
* * TAPE BLOCK SKIP. DIAGNOSTIC ASSISTANCE
INTRODUCTORY OFFER "$375.0CT
Special to New Owners, show us your invoice and order in 30 days
from the date. We will give you this FULL PACKAGE for the low
price of $300.00. 64K RAM + Keyboard + ZX99. Add it to your prin-
ter and for under $400.00 you have full MINI-CAPABILITIES.
Real Professional KEYBOARDS Computer Size and with special
features like!!!!Repeat Keys on the full size. Both units are easy to
install at home . Supplied with cables & instructions.
BLANK CASSETTES
C-5 $.69
C-10 $.74
C-12 $.77
C-15 $.79
C-20 $.84
C-25 $.89
* * DATA RETREIVAL WORD PROCESSING
* * RS 232 C Serial Printer Interface
EQUALS REAL MINICOMPUTER CAPABILITIES
data-assette
Charge to
| visa mastercard
■ account number
Please ruih me
Quantity Price Total
56 South 3rd Street |
Oxford. PA 19363 | ^ Blf * gg "
Signature
Telephone Orders
1-800-523-2909
In Pennsylvania
(215) 932-3626
I
I
| : .v.
| NAME
| ADDRESS .
I —
rzzi
SHIPPING
TOTAL
Send me details.
Software
Supplies
User Clubs
J Local Dealers
New Products
Hi-Resolution or Color Boards
plus Shipping
SYC-1
STOCK MARKET
PRICE
ANALYSIS
HELP! for the
Small Investor
Now SINCLAIR 2X-8 1 { 1 6K) owners can do what the professional market traders
do — use a computer to predtct price direction Th»s program tracks up to six stocks,
averages, or commodities, and produces graphs and uses technical indicators to
help you make trades
Technical analysis is based on two ideas first, that the market, like the rest of
human behavior, repeats itself, and second, that there are professionals and in
siders who know what the market is going to do before everyone else does, and who
place trades in a way that is hardly noticeable TECHNICAL ANALYSIS attempts to
read the pnce action and volume figures to determine whether predicate patterns
are developing, and what the professionals are doing
Professional traders have been using computers to make this kind of analysis for
years, because the manipulation of the data is very complicated and time-
consuming With this program, you let the computer do the work, and its signals
become a powerful investment tool
The program makes GRAPHS of the daily pnces. of two moving averages, and of
a volume indicator A booklet that comes with the program helps you learn what to
look for
The program does an ANALYSIS to signal trend-formation and turnarounds It
gives a score for each indicator, and a total score, to help you see whether there is
confirmation among the signals
USE THIS TO TRADE STOCKS. OPTIONS. AND THE NEW STOCK INDEX
FUTURES!'
This gives POWER TO THE SMALL INVESTOR!
For program tape and booklet send $30 00 to
NOOTER STOCK PROGRAM
320 East 25th Street
New York. N.Y. 10010
(N.Y. residents, add $2 48 sales tax.)
ZX80/ZX81 Keyboard
Full size 40 key keyboard. All symbols marked in two
colours. Proper typewriter style keys. Old keyboard,
RAM pack and printer still work.
Kit £10.04
Built £21.65
In/Out Port
24 line— controlled in BASIC. Drive motors, printers
etc. Input or Output.
Kit £11.74
Built £13.87
Motherboard
Drives RAM pack, printer and two other boards.
Kit £14.09
Built £16.08
Cash with order please. Postage (surface mail) £2.00
per order,
Also many other boards and connectors. Please send
for free illustrated catalogue.
<L
REDDITCH ELECTRONICS
21 Ferney Hill Avenue
Redditch, Worcs.
B97 4RU ENGLAND.
Figure 12: Z80 Instructions (continued)
Label
BITE
H&ScT
Instruction
JR NZ,*IS6ED
EXX
L~ (IX+5M77
LD HL.7
LD BC,(l^jl96)
ADD HL.BC
DEC (HL)
LD A,?8
Cr (HL)
RET 2
LD HL.689
ADD HL.BC
LD (HLM3
EXX
LD B,U
DJNZ -2
LD A,l»*
CP (IX+2)
LD 3,20
Jrt NZ, REPLACE
LD (IX+2), 128
LH HL,(l6U33)
LD DE.-396
ADD HL.DE
LD B,3l
LD ( HL ) ,
LD (l6433).HL
JR SH
LD (HL),0
LD A,(1*U)
LD 3,35
CP (IX+2)
JR N2, REPLACE
LD B,35
LD (IX+2),0
DJNZ -2
X0R A
CP (IX+10)
JR Z.READ
LD HL, (16U35)
LD ( HL ) ,
LD DE.-33
ADD HL.DE
LD A, 2
LD 3,26
CP {HL)
JR Z,hi.SET
LD (l6<+35),HL
INC (IX+10)
LD A, 8
LD 3,22
Cj- (HL)
JR Z.
JR C.3ITE
LD A, 16
LD 3,20
CP (IX+10)
JR Z, RESET
LD A, 13
LD B.19
CP (IX+10)
J.i C, ROTATE
LD (HL),6
LD B,l?
TAFc
^u (HD,0
LD (IX+10J.0
TAIa
LD B.80
LD E.-2
LD (HL),0
Comment
s-*ve the resclste-s
replace laser Vise st le't
HL oolnts to (D-PILE)+?
one les lase- base
check for "zero"
return to BASIC if Te'-o
point to bottom left of screen
fill with bqse character
restore registers
sync
tl-slng loop
check for laser at bottom
sync
Indicate laser ending
get old Iqser poin'e**
tiove up 13 lines
sync
erase top of *l«ser bea"i"
update pointer
continue erasing laser
check for laser fully erased
sync
tlmlna loop
zero A
conpare shell Indicator
HL holds shell oir.'e-
e^a^e shell
nove u~ ore line
check for l^se*- hi" ahell
sync
update p^lnte 1 -
increTient counter
check for shell hit slier
sync
if shell hit alien
if shell hit sMr
check for shell at %
svnc
don't show shell if i hel-
(so shell isr't car^l^d awav
by rotation st hottOT of shir)
fill new shell locstl~n
take chunk out of shi-
re set indicator
loop 80 tl-rres
DE=-2
erase a character
58
SYNC Magazine
Label
Instruction
Comment
ADD HL.DE
move left 2 spaces
DJN2 AGAIN
do qgaln for exploding effect
return to BASIC
HEAD
EX AF.Ar'
get keyboard re^rUmr
0,A
test •fir©"
LD B,3<+
sync
JR NZ.SAVE
LD (IX+10J.1
set shell Indicator
LD L.UX + 5)
HL hol^s relative base position
LD H,?
Lj D3,->3
-nove up one line
ADD HL.DE
>C, (16396)
BC points I : 'He
IL,BC
adjust HL
LD (l64j)5),HL
update pointer
LD (HL),6
fill with shell character
-.2^
sync
oA/E
EX Ar.A.-' 1
replace keyboard reading
ag ta te
DJN2 -2
syncronlzatlon loop
DiC (IX+11)
decrement rotate counter
.95
sync
JR KZ, SLIDE
LD (IX+11), 6
restore rotate counter
LD -iL, (16396)
point to display file
LD DE.198
AJU HL.DE
HL points to t-'P left of 1
of ship
. ( HL )
first character
LD D.H
LD
INC rX
HL=DE+1
LD BC.23
shift 23 spaces
LD (D*),A
replace fl**st chR^acte^ *i rlahl
iove to bottom riaht
EL . DE
LD A, (HL)
save last character
LD
LD E..L
j£=HL
DSC HL
-
: ', ■' J
shift ? 3 spaces
LDDH
>E) t A
tee last cha "act-
MO
sync
DJNZ -2
LD S.(XX+5)
LD HL,( 16396)
timing loop
ADD HL, L£
HL holds base
L ) ,
erase base
LD Dc,0
zer
EX A
r ■ re* A ' nj
BIT U.A
tes*-
DEC
'
dIT ',A
J.1 NZ.LEFT
test "rl*ht" key
INC DE
DE=0 or l If "right" pressed
LcrT
4DD HL.DE
move right or left
XOR A
zero A
OR (HL)
test for space and reset ca'-rv
1,19
sync
sac
■nove back
1.17
sync
B.O
zero addend
MERGE
LD (HL), 13
replace laser base
DJNZ -2
tiniing loop
LD A,(Ia+5)
get old pointer
ADD A,E
update,
(IX+5).A
and replace
JP DISH
Jump back to beginning
July/August 1982
PREMIUM
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LENGTH 12PAK 24-PAK
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C-90 $1.79 $1.69
* CASES $ .21 $ .20
'Cases recommended to protect sensitive cassettes.
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MICRO-80™|NC,
2665 Buzby Road
Oak Harbor, WA 98277
— Distributors Wanted—
59
' 3-Fnrt
l/D board
for Microace,
ZX-80,81
16KRAM
edge connector
Programmable 8255 P. I. A. can
be coniigured for direct I/O;
polling of peripheral devices,
vectored priority interrupts.
Use it with A/D converters,
serial I/O port chips, relays,
sensor inputs, clock chips, or a
security system.
Play chimes with different tunes
using your computer.
8080 M/L programs, TRS-80
M/L programs will work.
Literature available with
experiments, programs, and
information on how to use the
8255 P.I A
Basic 8255 board $50
add-ons extra
Professional Electronics
2X81 Software Plotter 1 — A sophisticated routine
that plots and graphs any function
(16K)S999(U.S)
Two Handed Euchre — Challenge the computer in this
entertaining and skillful game. (64K) $14.99 (U S )
J.C. Software
28 Shipley Rd
Weston, Ontario. Canada
M9R-3H8
EDUCATIONAL SOFTWARE (ZX 81 , 16K) on cas-
sette. MATHS for 14-17 year olds (3 full pro-
grams). MATHS and ENGLISH for 8-1 3 year olds:
4 cassettes, 6 programs per cassette, each with
jackpot game plus certificate. $9.50 per cassette
plus $4.00 total for mailing. ROSE CASSETTES,
148 Widney Lane, Solihull, West Midlands B91
3LH. England.
ZX-81/1K
LISTINGS OF 5 GAMES — $2.00
Z— GAMES
P.O. Box 367
Ringoes, N.J.
08551
RAM EXPANSION
ADD ON RAM FOR ZX80. 2K INCREMENTS I II
16K COMPLETE SCHEMATIC. PARTS LIST
SOURCES AND HOW-TO FOR $3 95 APPH
COST FOR 2K $20 FOR THE FIRST 2K Si 3 50
FOR EACH ADDITIONAL 2K NO ADDITIONAL
POWER SUPPLY NEEDED SEND S3 95 WITH
SASE TO
DENNIS WEBER B^
TROUTMAN N C 28ibb
4K ROM; IK RAM
Galaxy
Invaders
Phil Gervais
In Galaxy Invaders you are under
attack by a fleet of enemy spacecraft
which you must destroy before they
destroy you. This game uses the ZX8(Ts
IK RAM, graphics, and screen blackout
characteristics to produce an arcade type
game. The program (see Listing 1) is fairly
simple, but it employs techniques which
are used in the popular arcade games: 1)
insufficient information (you know they
are coming, but you do not know when);
2) the ability to play all day (if you are
good enough); and 3) a running point
total (for self-satisfaction).
A typical game goes like this: First, the
title block appears. You climb aboard
one of the three attack ships in your
squadron, prepare yourself for the worst,
hit NEWLINE, and blast off into space.
Suddenly, you see the enemy ships
approaching! You immediately hit your
firing button (NEWLINE) as quickly as
possible. The enemy craft disappear
quickly, but not before you hit one of
their small reconnaissance ships with a
deadly phaser. Your onboard computer
evaluates your shot. Each ship you hit is
worth either one or two points. Since
your objective is to destroy as many ships
as possible, a high point total is the
measure of a successful mission. Your
new point total is displayed along with
the number of ships you have hit. NEW-
LINE returns you to outer space for the
next round of the battle.
We must note some of the features of
the equipment that shape the battle strat-
egy. Both squadrons are equipped with
advanced radar firing which insures pin-
point accuracy. However, the enemy's
phasers are capable of jamming your
detection gear and vice versa. This insures
your accuracy and disrupts the enemy's
firing.
The scores in this game generally range
from 50 to 100. If you get over 150, you
rank among the best space pilots in the
galaxy. However, if you do not seem able
to win a battle, you will have to have your
engineers redesign the capability of your
attack ships by increasing the value of C
in lines 80-90 by 20 or more.
For those who have more than IK
RAM the step in Listing 2 gives a bonus
ship at 250 points.
May the luck of the galaxy warriors be
with you! 5
Phil M. Gervais, 714 5th Ave. South, Clinton, I A
52732.
Listing 1: Galaxy Invaders; 4K ROM, IK RAM.
3
RANDOMISE
4
CLS
6
LET P=0
8
LET Z=3
10
PRINT , "GALAXY INVADERS"
12
GO SUB 76
14
CLS
16
FOR 1=1 TO 20*RND<10O)
18
NEXT I
20
POKE 16414,0
22
POKE 16415,0
24
GO SUB 70
26
LET A=PEEK< 16414)
28
LET B=PEEK< 16415)
30
LET C=256*B+A-4
32
CLS
34
IF C<8 THEN GO TO 62
36
IF C<9 THEN GO TO 94
38
IF C<13 THEN GO TO 97
40
PRINT "YOU WERE HIT BY PHAS
ER"
42
LET 1=1-1
44
IF NOT Z=l THEN PRINT Z;"#S
U T PC
l CT(TT"
46
IF Z=l THEN PRINT 2; "#5HIP#
LEFT'
48
IF NOT Z=0 THEN GO TO 101
50
PRINT "POINTS ACCUMULATED: #
„. p
52
PRINT "START OVER IN NEW GA
i_!-i A i :
54
INPUT W*
56
IF CODE (W*) =62 THEN RUN
58
CLS
60
STOP
62
PRINT "DESTROYED ENTIRE FLE
ET"
64
PRINT "GOOD WORK. "
66
LET P=P+4+RND(3)
68
GO TO 99
70
CLS
72
PRINT , "SHOOT NOW"
74
PRINT , "=====#=«="
76
PRINT
78
PRINT
80
PRINT, , "SD"
82
PRINT
84
PRINT, "##A"
86
PRINT, "TAAAT"
88
PRINT, "#G#G" , , "SD"
90
PRINT
91
PRINT "SD"
92
INPUT W*
93
RETURN
94
P"
95
PRINT "DESTROYED SMALL GROU
LET P=P+2«-RND<2>
96
GO TO 99
97
PRINT "DESTROYED 1 SMALL CR
AFT"
98
LET P=P+RND<2>
99
PRINT "POINTS: #",P
101
INPUT W*
102
GO TO 14
Listing 2: Bonus Ship; 4K ROM, over IK RAM.
3
LET X=0
1 00
IF P>249 AND X»0 THEN 60 S
UB 104
104
PRINT "** BONUS SHIP **"
106
LET Z = Z + 1
1 08
LET X=l
110
RETURN di X
60
SYNC Magazine
8K ROM; IK RAM
Micro Invaders
Cyril B. Smith
In Micro Invaders, a space fantasy
game in Basic for the 8K ROM, IK RAM
Sinclair, the Earth is under attack by a
fleet of Micro Invaders from outer space.
You are in charge of a mobile inter-
cepter launcher defending the Earth.
Intelligence has reported that the invad-
ing ships can be destroyed only by hitting
them just inside the left landing leg. This
requires pinpoint aiming. You control
your launcher movement with the arrow
keys using 5 for left and 8 for right. You
launch your intercepters by pressing the
zero key.
Cyril B, Smith. 4737 Shadowslen Dr.. Colorado
Springs, CO 80907.
10
13
20
25
3®
35
4.0
4-5
50
55
50
65
70
75
90
85
90
95
100
105
4.5
110
115
120
125
1
130
1
135
14-0
14-5
150
155
150
165
170
175
180
200
LET G=0
LET G=G+5
LET B=15
LET N=5
LET L=0
DIM R(5>
GOTO 60
CLS
LET N=N-1
IF N=0 THEN GOTO 15
LET R=20
LET C-=0
IF L=20 THEN GOTO 200
FOR M*l TO N
LET R «H) =INT <RND*18+7> ,
NEXT M
FOR I-i TO 12
FOR M=l TO N
PRINT RT L,R<M);'-rt'*
IF R-L RND B=R(M) THEN GOTO
NEXT H
IF INKEY$="0" THEN LET C*l
IF C=l THEN GOTO 1*0
IF INKEY*='5" THEN LET B=B~
IF INKEY*="8" THEN LET B=B+
GOTO 14-5
LET R=R-2
PRINT RT fi,B;"JL' „
IF R<L THEN LET C=&
IF R<L THEN LET R=2
PRUSE 25
CLS
NEXT I
LET L=L+4-
PRINT'flT 21,20,G-N;
IN^flDE
The invaders come swooping in from
outer space in formations of five space
ships. The ships can change formation at
times, and they can hide behind each
other. Hitting one ship results in a forma-
tion rearrangement and a delay in renew-
ing the attack.
If all the ships of the formation are
destroyed before they reach you, you are
assigned a new formation to deal with.
The number of craft destroyed is shown
in the lower right of the display. The
game is over if your launcher is hit by the
invaders.
Since the program is quite full, more
memory would be needed to add anything
unless the efficiency of the program can
be improved.
Program notes:
Line 100: graphics on T and Y.
Line 145: graphics on Q and 4. H
Floppy Disc
Hi-Res Vid,
Printer
Plotter
Memory
Speech
Modem
A-D
D-A
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From over 50 manuf.
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ZX STD BUS INTERFACE
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OPTIONS:
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• 2K RAM EXPANSION $15
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VARIATIONS.
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CASSETTE TAPE — $5, & $1 . S/H
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ZX-81
H you have a ZX-81 with 1K RAM you can now
have more than jgn times the program size (with
filled screen) using this new 2K RAM kit
Spending $54 90 tor a bulky module is no
longer necessary Now for just $29 95 postpaid
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add $5 95 for a colorful 2-sided 8 '..nil" credit-
card-type plastic MICRO CHART summary card
(specify Z80 assembly language or BASIC
algorithms - or both for $1 1 90) Order today
8K ROM; IK RAM
Comet
Crusher
Chuck Dawson
FLASH!!! Astronomers have spotted a
hitherto unknown comet a million kilo-
meters from the earth. Calculations indi-
cate that it will collide with the Earth's
atmosphere at a shallow angle and will
probably break up into many pieces. Each
of these pieces could destroy a city. Top
scientists have advised placing special
Comet Crusher missiles at strategic loca-
tions around the world with the hope of
blasting the comet fragments into dust
before they can hit any of the populated
areas.
Leaders of countries around the world
have issued an urgent call for volunteers
to man the Comet Crusher missile batter-
ies. Those who apply must have a keen
sense of timing and iron nerves, because
millions of people will be depending on
them. Physical strength is not required,
for one need only push the launch button
to place the missile close to the fragment
as it streaks overhead.
As a successful applicant you have been
assigned to one of the launch sites with
the following instructions:
1) Check your ZX81 computer. If it
has over IK RAM, enter the program in
Listing 1. Note the following lines:
30 graphics on 3, 8, T, 4.
50 graphics on S
1 10 leave 17 spaces inside the ** ".
140 graphics on 3, 8, T, 4. and
asterisk.
Chuck Dawson. 6320 Victoria, Fort Worth. TX
76118.
2) If your computer has IK RAM, enter
the program in Listing 2. Note the follow-
ing line:
2 graphics on D.
3) If your computer is a ZX80 with 8K
ROM, add these lines to Listing 1 :
85 PAUSE 45
86 POKE 16437,255
4) After entering your program, SAVE
it before you run it.
5) Hit SLOW and ENTER; then hit
RUN and ENTER.
6) After your viewing screen is func-
tioning, you are ready to launch your
pulverizing missiles against the assigned
fragments. To fire press F.
7) Hits are recorded and reported to
the coordinating computer to make sure
that no fragments will slip through the
world-wide network. H
Listing 1: Comet Crusher (8K ROM; over IK
RAM >.
1 REM "COMET CRUSHER 1 ' TO SflUE
GOTO 500
5 CLS
10 LET H= .
15 LET
£0 LET i^3?
25 LET X=0
3© PRINT RT 18.19; ! ' f ";TfiB 19;"
1" ; TAB 13 i "A "
4-© PRINT RT 20,0: "PRESS F TO F
IRE"
50 PR I NT fiT ai.g, s ■ ' s « M ^«ii"««
60 UNPLOT X-3
70 PLOT -
ee LET <=>
90 IF r - 53 THEN GOTO 1
100 IF INKEv*= F" THEN LET ft = 1
110 IF INKEY*="F" THEN PRINT RT
20 .0. "
122 IF P-0 THFN GOTO 30
130 LET H=H-1
140 PRINT RT H . 19. " m " . TfiB 19 ; " I
'.;TRB 19;'A".TflB 19,"* ", TfiB 19
150 IF X=39 RND He 4. RND H>0 THE
J GOTO 200
160 IF H^O THEN GOTO 1
170 IF H = i7 THEN GOTO 50
180 GOTO 60
200 CLS
210 PRINT fiT 3 . 19., fijfcttM"
220 PRUSE 500
2 30 RUN
500 SfiUE "COMET CRUSHER'
5 10 RUN
Listing 2: Comet Crusher |8K ROM; IK RAM).
2
-PiNT fiT 20 . 19; "uumum"
4
LET X=0
LET fi=0
6
LET 1=2
10
LET Y=30
LS
PLOT 4-0,2
14-
IF INKEY*="F " THEN LET fi = l
16
PLOT X ,Y
18
UNPLOT X.Y
LET X=X + 1
£5
LET Y=Y+RND*2-1
50
IF NOT fi THEN GOTO 14.
55
UNPLOT 4-0,1-2
60
PLOT 4.0, 1 + 1
65
IF X=4-0 AND Y^I-2 FIND Y<I+2
THEN GOTO 35
^0
LET 1=1+1
60
GOTO 16
35
PRINT -fiiar '
62
SYNC Magazine
1
You are the pilot of a space ferry going
back and forth through the asteroid belt.
This calls for highly skilled navigation to
avoid hitting or being hit by the asteroids.
The asteroids are represented in your
navigation tank by the O's. and the posi-
tion of your ferry is indicated by the
asterisk. You control your movement by
the arrow keys 5 and 8.
If your ferry and an asteroid collide,
the asterisk becomes inverse. Then you
must get another ship. You build your
piloting credentials by recording how
many times you have successfully crossed
and recrossed the belt. In IK the com-
puter cannot keep the count for you.
M. Hampson. 7 Hereford Dr.. Clithcroc, Lanes
BB7 UP, U.K.
Reprinted with permission from The Ultimate
Magazine.
Listing 1.
1 REM 11111111111111111111111
1 11111 11 122£22222£2222222222222£
222222222333333333Cr3333333333333
3333 33 3334.4-4.4-4.444.4 444.4444~444-4.444
4.4444.44445555555555555555555555b
5S5S55555666666666eS66656666666K
66566666677"?7777777777777777"7?-^
777777777
IS FOR Z= 16544 TO 16736
23 INPUT X
3® PRINT <5TR$ (X+1000) ) (2 TO
8K ROM; IK RAM
43 POKE Z. X
50 NEXT Z
Listing 2.
006, ©16,
062,008,
24-5,008 ,
014,016,
062,008,
245,008,
254 ,255,
071,035.
008,062,
503,071,
079,040,
120, 119,
032,002,
203,206.
134,254.
205, 245 .
064,060,
008,042.
200,054.
032,004
032,009.
013,000
205,245,
064,
197,
215,
062
197
215
062
032
126
000
040
002.
035
203
120
015
008
169
079
014
000
013
012
000
008
014 ,
193 ,
008.
006,
193,
008.
230
079
215,
002.
013,
121.
142,
254.
032
062
194
006
064
058
032
062
121
062
000
197
215
000
197
215
033
197
225
005
013
119
254
001
002
052
215
008
126
037
001
016
061
023
205,
014,
193
205
006
193
, 130,
229
193
005.
012,
,035
015
.032
.203
,215
.064
197
,254
.064
.012
185
,050
,215
245
016
016
24S
016
013
064
205
035
004
043
254
032
002
198
225
058
205
052
254
254
032
033
195
,008
,205
,234
,008
,205
, 121
, 126
,24 5
, 126
,203
,043
,001
,002
,203
, 229
.035
,033
,245
, 193
,247
,239
,001
,064
,212
I i st inn 3.
8 RRND
9 PRST
10 FOR Z=NOT PI TO URL
EP URL "3"
20 POKE URL
*URL "3" J +URL
21 POKE URL
*URL "8"> +URL
22 POKE URL
*URL •■4-")
30 NEXT Z
4.0 POKE URL
45 SLOW
5© RRND USR URL
60 PRINT **B"
70 RRND RND**RND**RND
27" ST
165 14 "+Z, INT (RND
4"
16515" +Z, INT (RNP
4"
16S16"+2,INT IRND
15417" ,NOT PI
'16544."
Crossing the Asteroid Belt
M. Hampson
The directions are as follows:
1 ) Do not use your RAM pack.
2) Enter the program in Listing 1. Be
sure to type in line 1 as listed.
3) Type in RUN and ENTER.
4) Enter all the values in Listing 2. Be
very careful. About halfway through the
list, the ZX81 will run out of memory.
Type CONT(inue) and continue entering
the numbers.
5) Delete all the lines in Listing 1 except
line 1 by entering the line number follow-
ed by ENTER.
6) Enter the lines in Figure 3. Note: the
graphic in line 60 is an inverse asterisk
(on B).
7) Type in RUN and ENTER and your
journey across the asteroid belt begins. V
zxchess
it's the best!
IS HER[ !!! ]t is the fastest, most versati
' 81/16K {or IX 80/16K with 8K ROM).
f Chess proqra* *
levels of play (up to si. levels of " 1 ook ahead" * ) and its
tandard Chess »oves (including CASHING and EN
PASSANT. »4Kfs ZXCHESS II a challenge for both beginners and advanced players.
Choose your le-e! of play, choose to play Black cr Nhite at any stage of the
ga«e - you can even set up the board to txaainc any special position' for
beginners. ?XCH£S! . even suggest noves for you if you are stuck 1
fl trL ••• that plays a g'cat gaie of Chess" Available for only
$?4.Sd (plus $1 post and packing charge) fro* the following distributors:
So'tsync Inc. Gladstone Electronics Gladstone Electronics
P.O. Bo* <.80 Avenue Road 901 F u hr«ann Blvd
N Hill Station Toronto MS* 3Y7 Buffalo
Ne- fork k.Y. 10156 Canada N.Y. K?03
July/August 1982
63
8K ROM; IK RAM ; 16K RAM
DEF on the Sinclair
Jon Passler
Occasionally a program listing such as
"3-D Plot" from Creative Computing's Basic
Computer Games contains the DEFine
statement which allows the programmer
to define a function in the form
DEF FNA(X)=(expression)
FNA merely stands for FuNction A." and
the variable X in the parentheses following
FNA is termed the "dummy argument."
Usually the expression to the right of the
equals sign in the DEFine statement has
at least one X in it. Of course, variable
names other than A and X could be used.
A simple example would be the state-
ment
DEFFNA(X) = X**2+X
Normally, when FNA is "called" or used
within the program flow, an argument is
given within the parentheses different from
the dummy argument, but which replaces
all occurrences of the dummy argument
in the DEFine statement. FNA(2) would
have the value of 2**2+2. or 6. while
FNA(A + B) would be the result of
(A + B)**2+A+B. FNA can be treated
like any other numeric variable. The only
difference is that it is the result of an
expression DEFined at the start of the
program, outside the program flow, and
the programmer can alter the argument
of the expression.
Jon Pussier, 344 Cabot St., Beverly, MA 01915.
64
The definition could have contained
more than one dummy argument or vari-
ables which are not dummy arguments,
such as
FNB(F t G)=F*G-Q/R
Functions can also be used as arguments
for other functions, for example
FNB(3,FNA(A + B))
would be the result of
3*((A + B)**2+A + B)-Q R
The DEFine statement is useful to simplify
equations or cut down on programming
where one equation is used at several
points within the program.
One way around DEFine in Sinclair
Basic is to replace all FN calls with the
expression in the definition. This often
requires breaking down an equation to
simplify it.
Another is to use the 8K VALue function
which can evaluate a string such as "2" oi
"2+2" or even "X**2+X". The solution
then is to replace DEF FNA with
LET A$=( expression)
and replace the FN call with VAL A$.
The only problem appears when something
like FNA(A+B) appears. We cannot call
the function and define the argument all
in one statement. Generally, if several
different arguments are used in the FN
calls, it is best to set the dummy argument
equal to the argument before calling for
VAL AS. setting, for example, X = A + B.
Listing 1 is the program for "3-D Plot"
from Basic Computer Games. Here
FNA(Z) is defined in line 100 as
30*EXP(-Z*Z 100)
and in line 150 the argument is
SQR<X*X + Y*Y)
which replaces all Zs in FNA. Line 150
also sets Z, which is not related to the Z
I.isiinu 1: 3-D Plot, Original Program. _
100 DEF FNA (Z)=30*EXP(-Z* 3/100)
110 FOR X=-30 TO 30 STEP 1.5
120 L=0
130 Yl=5*lNT(SQR(900-X*X)/5)
140 FOR Y=Y1 TO -Yl STEP -5
150 Z-INT<25+FNA(SQR(X*X+Y*Y) )-.7*Y)
160 IF Z<=L THEN 190
170 L=Z
180 PRINT TAB( Z); M *"
190 NEXT Y
200 PRINT
210 NEXT X
SYNC Magazine
1
Get the most from your SINCLAIR
with these practical, program-filled books from Sync\
Getting
Acquainted
With Your
ryvoi «JAOI and
ZX81 zx80
More than 70 Progr*
TheZX81
Companion
The
Gateway
Guide to the
* Real Time Graphics
» Information Processing
• Educational Applicat
• Monitor Listing
Second Edition
More than 80 Programs
The ZX81 Companion
by Bob Maunder
The ZX81 Companion follows the same
format as the very popular ZX80
Companion, and assists the ZX81 user
in four applications areas: graphics,
information retrieval, education and
games. This practical guide contains
scores of fully documented short rou-
tines plus complete programs and a dis-
assembled listing of the ZX81 ROM
Monitor. "Thoughtfully written, detailed,
and illustrated with meaningful pro-
grams."— MUSE
5 1 /2"x8",132 pages. #17P$8.95 ($2.00)
Getting Acquainted With
YourZX81
by Tim Hartnell
This informative volume for the new
ZX81 user contains more than 70 pro-
grams to help the reader get the most
from his Sinclair computer. Game
programs include Checkers, Alien
Imploders, Blastermind, Moon Lander,
Breakout, Star Burst and Derby Day. The
book also shows programs for cascad-
ing sine waves, plotting graphs and
tables, data sorting, equation solving,
plus the use of PLOT SCROLL, PRINT
TAB, PEEK, POKE and much more!
5V2" x 8", 120 pages. #15Y $8.95 ($2.00)
The Gateway Guide to the
ZX81andZX80
by Mark Charlton
The Gateway Guide is a practical pro-
gramming manual for the beginner that
furnishes over 70 fully documented pro-
grams. The majority of the programs
have been written for easy conversion
from machine to machine (ZX81, 4K
ZX80 or 1 K ZX80). The Gateway Guide
describes each function and statement,
illustrates it with a demonstration rou-
tine or program, and combines it with
previously discussed material to help
you understand vour computer
5 1 / 2 " x8",172 pages. #160 $8.95 ($2.00)
Computers for Kids (Sinclair Edition) by Sally Larsen
This new edition of Computers for Kids is written specifically to introduce
children aged 8 to 13 to the ZX81. The book requires no previous knowl-
edge of algebra, variables or computers, and it enables a youngster to
program a ZX81 in less than an hour. There's also a section for parents
and teachers. "Computers for Kids is the best material available for
introducing students to their new computer."
—Donald T Piele, Professor of Mathematics,
University of Wisconsin-Parkside.
8Y2" x 11", 56 pages. #12S $3.95 ($1.00)
All volumes are softbound.
r
Creative Computing Press, Dept. Z720 , 39 East Hanover Ave., Morris Plains, NJ 07950
'^
Please send books listed below:
U Enclosed is$-
NJ residents add 5% sales tax.
Item No.
Qty
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(P&H)
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in parentheses ( ) next to price ot
book
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TOLL FREE 800-631-8112, In N.J. Only (201) 540-0445.
J
Listing 2: 3-D Plot for Sinclair (8K ROM. IK
RAMI
in FNA(Z), to an integer value using the
FNA call. This program is translated into
Sinclair Basic <8K ROM, IK RAM) in
Listing 2. Here the string variable AS is
used to replace DEFine and set the
argument equal to
SQR(X*X + Y*Y)
in line 145 before calling for VAL AS. AS
is an input since several different functions
are plotted. The same results could be
obtained by adding
146 LET A=30*EXP(-Z*Z/100)
and changing VAL AS to A in line 150,
except that line 146 would have to be
edited each time the function is changed.
The functions are slightly altered to
run on either IK or 16K RAM. Neither
program, however, will work correctly
with defective 8K ROMs. The plots appear
within a circular X-Y plane tilted about
30 degrees toward the viewer with the
cuive rising above or falling below the
plane.
Try the following functions with the
IK program:
20*EXP(-Z*Z/100)
20*SIN(Z/10)-15
SQR ABS(150-Z*Z)*.4-2
2()*(COS(Z. 16))-5
20-20*SIN(Z/18)
In the 16K version all the five functions
above are held in F$ (see Listing 3). Each
function word such as SIN uses only one
byte in FS. At line 180 a zero is POKEd
into DF-SZ, which is the system variable
with the number of lines (usually two) in
the lower part of the screen. Entering a
zero into it allows printing the function
on rhe 24th line. An input cursor will
crash the system if called for when there
is no room for it; so lines 330-340 replace
a dummy input to stop the program
temporarily (press any key to continue).
This is a rather unusual example of an
occasion when using a string variable to
hold a function or functions can be useful.
The technique would also be useful where
a function is used several times within a
program to facilitate the translation of a
DEFine statement or to highlight a function
at the start of a program.
To use the programs, enter Listing 2,
press RUN and NEWLINE and then enter
one of the five functions above and observe
the results. If you have 16K, enter the
expanded version in Listing 3, press RUN
and NEWLINE. However, since the func-
tions are already included in the program,
you do not have to enter them again. V
10S INPUT H*
110 FOR X=-2© TO 20
120 LET L=*
130 LET Y1=5#INT ISOR (408-X*X)
14-0 FOR Y=Y1 TO -Y 1 STEP -5
14.5 LET Z=SOR tX*X+Y*Y)
150 LET Z = INT (25+URL fi$-.7*Y>
160 IF Z<=L THEN GOTO 190
170 LET L=Z
1©0 PLOT X+20,Z-S
190 NEXT Y
210 NEXT X
Listing 3] 3-D Plot for Sinclair (8K ROM, 16K-
RAM)
100
110
1 20
130
L50
REM 3-D PLOT
DIM F* (5.. 16)
LET F4 (1) ="25*EXP (-Z*Z^10G
LET F$(2) ="25*5IN (Z, 10) -15
LET F* (3) ="25* (COS CZ/iS) ) -
LET P$(4)="25-25*5IN (Z/18)
160
LET F* (5> ="25*EXP (-COS (Z/
6 * ) -
-13"
170
FOR 6=1 TO 5
130
POKE 164 18,0
1-90
PRINT RT £
20©
PRU5E 99
210
FOR X=-25 TO 25
22©
LET L=0
230
LET Y 1=4.* INT (SOR i625-X*X>
4-)
240
FOR Y=Y1 TO -Yl 5TEP -4
2S0
LET Z = S G R f X * X * r * Y 3
260
Z = INT ~5+UPL F$(B) -.7*
270
IF Z<=L THEN GOTO 310
280
LET L=Z
290
P L OT X + 38 , 2 - 8
300
PRUSE
310
NEXT V
320
NEXT X
330
PRUSE 9999
34-0
IF INKEY$="" THEN GOTO 330
350
CL5
360
NEXT B
370
STOP
66
SYNC Magazine
H
GO TO LAS VEGAS FOR $1
Two Excellent LAS VEGAS Style Program ■ Listings
For Only $1 (ZX81-16K)
Lucky 7 Slot Machine Vegas 21 Blackjack
* Styled after an actual "bell"
3 reel slot machine with correct
payoffs and token distribution
* Fully animated - money goes
into slot, handle is pulled,
reels spin and stop in sequence,
payoff coins fall into the pay-
off trough
* Lots of fun - a very addictive
game
* Most complete blackjack game
available - split pairs, double
down, ace f s value automatically
adjusted, dealer stands on 17,
draws to 16
* Uses 5 decks, reshuffles when
appropriate, will advise tens
ratio and distribution of cards
left
* A good way to learn the game or
to practice before going to a
real casino
Don't miss this opportunity to get these two excellent programs at
such a low price. They are fully guaranteed - money back if not
satisfied. Send $1 and a self addressed, stamped envelope toi
J^lorida Creations, PQ Box 16422, Jacksonville, FL, 32216 ^
ZX81 OWNERS with 16K RAM!
IT'S READY—ARE YOU?
ti&J&fc
$14.95 +
2.50 S&H
16K Pro g rams for either ZX80-8K or ZXS1
If so t you get:
♦24-row/full-screen displays
♦Nearly 2K of machine code
for FAST real-time graphics
*A 4K Star Atlas as the moving
backdrop during enemy engagements
*9-each fuel and skill levels that
are interlocked for more "reality"
*4 ways to lose — no fuel, no oxygen,
no gun power, or no shields. 1 way
to win destroy ALL enemy craft.
*An enemy data generator imbedded in
the run as part of the "action"
*"Blink"-less pauses in BASIC
♦Stick-on/peel-off custom keys
♦In-depth booklet explaining both
the "game" and the program
♦Shipped on a certified cassette
1 copy each side
7 ETA
*PLANE FRAME-modelling for engineer
♦FUNDAMENTAL ANALYSIS-for stocks in
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>
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o uses
Analyzer,
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IK 6-paks
Code
og. (In
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Mail coupon or copy with payment to:
IZETA Software/PO Box 3522/Greenvi 1 le,SC 29608
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Please allow 4 weeks if paid by check.
4K ROM <8K ROM); IK RAM
Handling Strings from
Another
Ken Berggren
Does this story sound familiar? One day.
Fred found an excellent short program in
a magazine article and he decided to
translate it for his ZX80. But after entering
only a few lines of the program, he ran
into a statement like this:
250DIMNS(4)
'What in the world Hoes that mean? he
asked himself. When he could not answer
that, he consulted a friend with a TRS-80.
His friend explained that it works just like
a regular DIM statement but with strings
instead of numeric variables. That is, DIM
N$(4) sets up four strings with the same
name. NS, but individually numbered 1-4.
Fred frantically flipped through the pages
of the ZX80 manual and found the terse
explanation of the DIM statement on page
89. But there was nothing there about strings.
So, he set aside the magazine article and
decided to stick with programs written
just for the ZX80.
Well, if Fred sounds like some people
you know, then consider this article dedi-
cated to them. SYNC is a fine magazine,
but it cannot publish every program that
will work in the ZX80. And just because
you cannot use a statement like DIM N$(4)
does not mean that you cannot translate a
program that uses it.
Now you 8K ROMers realize that your
supercharged machines will DIMension
strings without any hocus-POKEus. and
you may be tempted to turn the page on
me. But stick with me because I think that
you will find this technique very interesting
if not useful. Any way , from now on we will
be talking strictly in terms of the 4K ROM.
It is true that the people who designed
the 4K ROM left out the ability to DIMen-
sion strings. However, with a few well-
placed POKEs, you can plug up that hole
in the 4K ROM.
Ken Berggren, 104 Ridgeway Ave.. Louisville. KV
40207.
For example, enter this short program.
100 FOR 1 = 1 TO 4
110 POKE 16450.1 + 37
120 INPUT AS
130 NEXT I
The A in line 120 is stored in the memory
location 16450. The code for an A is 38,
So. at present, a 38 is stored at the location
16450. When you RUN this program, it
will execute lines 1 10 and 120 four times.
The first time through, line 1 10 will POKE
a 38 ( 1 +37) into the location 16450. Then,
line 120 will INPUT AS. But the second
time through, line 110 will POKE a 39
(2+37) into location 16450. Since 39 is the
code for a B, line 120 will then INPUT BS.
This program actually changed itself! The
third time through the loop, line 1 10 POKEs
a 40(3+37) into the memory location, and
line 120will INPUTCS. When the program
is finished, it will have stored four strings:
AS, BS. CS. and DS. You can imagine that
these are numbered 1-4 because when 1 = 1
vou INPUT AS and when I =4 you INPUT
D$.
RUN the program and enter four words.
Now change line 120 to 120 PRINT A$
and then GO TO 100. The method will
work with INPUT, PRINT or any other
string functions.
Some of you may thinking, "Big deal.
What good is all this?" I think that the
following two programs will illustrate the
virtues of this technique.
The first program is a simple sort program.
We all know that computers are very good
at putting numbers in order. And since
computers store letters as numbers, they
are also good at putting words in order
(alphabetical order, that is). The program
will alphabetize up to 25 words and will
display up to 22 of them.
Using the program is simple. Just enter
the number of words you want to alpha-
betize and then enter the word with a
NEWLINE after each one. When you have
had the last word, the program takes over,
and, a few seconds later, the words are
displayed in alphabetical order.
I think that it is worth noting line 240. 1
do not know if other Basics let you use
inequalities with strings, but ZX80 Basic
does. That is a very nice feature. If you
want to put the words in reverse order,
simply reverse the inequality.
This program is not so great by itself.
But it could be developed into a good
utility program for handling a list of the
names of friends for an address book or
names of students for a grade book. It
could possibly be adapted to help teach
dictionary skills.
The second program illustrates the
technique by computerizing a card game
played something like Rack-0 (by Milton
Bradley). The POKEing is used to call
each player by his name rather than the
impersonal PLAYER 1. PLAYER 2, etc.
In this game, the players are dealt ten
numbered cards. The remaining cards are
placed face down, and the top card is
turned face up to form a discard pile as in
Gin. The object is to get ten cards in
numerical order (not necessarily consecu-
tive order). This is done by drawing a card
from either pile and exchanging it for one
of your cards.
In this version, of course, the computer
handles all the cards. First, it shuffles them
and places them into each player's "rack."
Then the first player's cards are displayed
and he is asked if he wants the card showing
in the discard pile. If he does not. he enters
"NO," and he is given a card from the face
down pile. If he does not want that card,
he enters "NO" again and his turn is over.
If he decides to take either card, he enters
"YES" and the computer will ask where in
his "rack" he wants the card to go. The
player then enters a number 0-9. His card
will be placed in that position, and his turn
will end.
At the end of each player's turn, the
computer will display the cards that the
player has in order so far. Then a NEWLINE
will start the next player's turn.
The game ends when one player get his
cards in order. To start a new game you
have to RUN the program again.
If you have more than IK of RAM, you
could probably teach the computer how
to play the game and then play against it.
You could also allow more than four players.
But be careful. Any modifications of these
programs may affect the POKE locations.
To make sure, LET 1=0 and then GO TO
the POKE statement in question. If the
next statement does not contain a 9$ after
you do that, you will have to change the
POKE location until it does. But trial and
error will not work very well if you make
big changes or if you write your own
programs. Then you will need a more exact
method of finding the location of a specific
byte in a program.
68
SYNC Magazine
ADULT GAMES
FOR JADED MINDS BAD
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Programs include GRAPHICS
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.Program I. Alphabetize |4K ROM; IK RAM)..
Program 2: Card Strings (4K ROM; IK RAM)_
One way is to count the bytes in each
line and add them up. Every line has two
bytes for the line number (no matter how
many digits), one byte for the Newline at
the end of the line, and one byte for every
keystoke in between. So, in the example
program, line 100 takes 9 bytes, line 110
takes 14 bytes, and line 120 takes 3 bytes
up to the A for a total of 26 bytes. Add 26
to 16424, which is the starting address of
every 4K ROM program, and you get 16450.
That is the actual location of the A in
memory. However, counting all the bytes
in a long program is a very tedious chore. 1
found a better way.
When USR(24) is put into a program, it
stops the execution of the program and
returns the starting address of the next
line. To illustrate, insert 115 PRINT USR(24)
into the short program and then GO TO
1 15. 16458 appears on the screen because
that is now the starting location of line
1 20. Line 1 1 5 takes 1 1 bytes so. when it is
deleted, line 120 will move up 1 1 bytes to
16447. Adding the three bytes of line 120
again shows that the location of the A is
16450. USRI24) is an invaluable utility
whenever you need to know the location
of a byte in your program.
A lot of programs out there in books
and magazines can be adapted to the ZX80.
But sometimes you really have to work to
get them to. Now the lack of DIMensioned
strings is no longer a problem. There are
other shortcomings in the 4K ROM in
dealing with other Basics. Yet, with a little
determination and ingenuity, you can
usually get around them.
1 00
PRINT "HOW MANY ENTRIES
110
INPUT N
120
F0RI=1 TO N
1 30
PUKE 16478, I
140
INPUT **
I 50
NEXT I
200
FOR 1=1 10 N
210
FOR J=l TO N-I
220
POKE 16537, J +37
230
POKE 16540, J +38
240
IF B*>C» THEN GO SUB 90
250
NEXT J
260
NEXT I
300
FOR 1=1 TO H
5 1
POKE 16584, 1+37
320
PRINT D*
330
NEXT I
340
STOP
900
POKE 16658, J +37
9 1
POKE 16664, J +37
920
POKE 16667, J +38
930
POKE 16673, J +38
940
LET ZS=E*
950
LET F*=G*
960
LET H*=Z*
970
RETURN
Notes:
100-150: Get the words.
130: Changes A$.
200-260: Sort the words.
770- Chanoe<; RS
230: Changes C$.
300-340: Display the words.
310: Changes D$.
900: Changes ES.
910: Changes F$.
920: Changes GS.
930: Changes HS.
900-970: Move the words.
. Sample Run _
100 PRINT "PLAYERS (2-4) ?"
110 INPUT N
120 FOR 1=1 TO N
130 PRINT "PLAYER**"; I
140 POKE 16489, 1+37
150 INPUT A*
160 NEXT I
190 LET E=20+10*N
200 DIM CCE)
210 FOR 1=1 TO E
220 LET P=RND<E>
IF C(P)>0 THEN GO TO 220
240 LET C<P)=I
250 NEXT I
300 LET F-E-19
400 FOR 1=1 TO N
410 CLB
415 LET T=0
420 POKE 16616, I
430 PRINT B*
435 PR INI
440 FOR J="-0 TO 9
450 PRINT J;
452 FOR L=0 TO C(J*N+I)/N/4
454 PRINT "#";
456 NEXT L
458 PRINT C(J*N+I)
460 IF T=0 THEN GO TO 490
465 IF I >9 THEN GO TO BOO
470 I F C ( J*N+ 1 ) ■■ C < J ^M+N+ I ) T HEN
RE I URN
480 LET l=T+l
490 NEX I J
495 PRINT
500 LET Y*="SH0W"
5 1 PR I NT Y* ; " **CARD= " ; C ( P > ; " #1 A
KE
520 INPUT Z*
530 IF Z*>"X" THEN BQ TO 600
540 IF Y$=" DRAWN" THEN GO TO 65
550 LET P=P+1
560 IF P-E THEN LEI F-E-19
570 LET Y*= N DRAWN"
580 GO TO 510
600 PRINT "PLACE "
610 INPUT J
620 LET T=C(J*N+1)
630 LET C(J»M+I>=C<P)
640 LET C(P)«T
650 CLS
660 LET f=l
670 GO BUB 430
680 INPUT 1%
700 NEXT I
710 GO TO 4
800 POKE 16988, H
310 PRINT CS>; ,! **WINS"
Notes:
100-160: Get the players.
190: E= total number of cards.
200-250: Shuffle the cards.
300: P— pointer to show card.
410-490: Display a player's cards.
452-458: Spaces each card over by magni-
tude.
465-480: Part of winner test subroutine.
500-580: Players pick their cards.
600-640: Chosen card put in "rack."
650-680: Test for winner.
Display cards in order so far.
700: Next player's turn.
710: Back to player 1.
800-810: Print the winner.
i
70
SYNC Magazine
NK ROM Versions
Although the article is intended to help
4K ROM users, we thought the 8K ROM
users might like to use the programs so
the 8K ROM Versions are also given below
in Programs 3 and 4. ^
_Pro R ram 3: Alphabetize |8K ROM; IK RAM)..
100 PRINT "HOU MflWY ENTRIES?"
110 INPU1
115 £>IH R*tN
130 FOR 1=1 TO N
14-0 INPUT ft* (1.1
150 NEXT I
200 FOR II TO N
210 FOR .
24-0 IF H$ i <J) >R$ U + l; THEN GOSUB
900
250 NEXT J
260 NEXT I
300 FOR 1=1 TO N
320 PRINT h$ ( I)
330 NEXT I
340 STOP
94-0 LET 2*=fl»lwO
950 LET fl*tJ» =R*iJ+l)
960 LET H$ CJ + JL) =Z*
970 RETURN
Program 4:
Card Strings (8K ROM; over IK RAM).
100 PRINT "PLflYER5(2-4l^"
110 INPUT N
115 DIM R*(N,10)
120 FOR 1=1 TO N
130 PRINT "PLAYER " ; I
150 INPUT R*(I>
160 NEXT I
190 LET E=20a0*N
200 DIM C <E)
210 FOR 1=1 TO E
220 LET P=INT (RND*E) +1
230 IF C (P) >0 THEN GOTO 220
24.0 LET C (P> =1
260 NEXT I
300 LET P=E-19
4.00 FOR 1=1 TO N
4 10 CLS
4-15 LET T=0
430 PRINT R$(I)
435 PRINT
440 FOR J=0 TO 9
4 50 PRINT U.;
4-S2 FOR L=0 TO C(U*N+I)/N/4
454 PRINT " ";
456 NEXT L
4-53 PRINT C(U*N + I)
460 IF T=0 THEN GOTO 490
465 IF T>9 THEN GOTO 800
470 IF C ( J*N+I) >C <J*N+N+I> THEN
RETURN
4 80 LET T=T+1
4 90 NEXT J
495 PRINT
500 LET Y$="5HOU"
510 print Y*; •■ CRM>«"; C (P) ; " tr
KE? M
520 INPUT Z*
530 IF Z$>"X" THEN GOTO 600
540 XF V*=*DRRWN" THEN GOTO 650
550 LET P=P*I
560 IF P>E THEN LET P=E-19
570 LET Y$ = "DRflUIN"
580 GOTO 510
500 PRINT "PLRCE^"'
610 INPUT <J
620 LET T=CtO*N+I>
6 30 LET C(JtN+I)sCIP)
640 LET C (P) =T
650 CLS
660 LET T=l
570 GOSUB 430
680 INPUT Z$
^00 NEXT I
"10 GOTO 400
5 10 PRINT R* I I
CYBORCWc^RS
BUT A COMPLEX SIMULATION OF FOUR MILITARY- INDUSTRIAL
ECONOMIES LOCKED IN A DEADLY STRUGGLE FOR SURVIVAL
ONE TO FOUR PLAYERS COMPETE WITH EACH OTHER AND OR
THE COMPUTER BALANCE OF POWER DEPENDS UPON
SKILL IN DEVELOPING RESOURCES. USE OF ESPIONAGE,
EXPLOITATION OF ALLIANCES. AND UTILIZATION OF MILITARY
POTENTIAL REQUIRES ZX81 WITH 8K ROM AND 16K RAM
ORDER FORM FOR CyBOOTO
Send $14 (plus $1 for shipping) to: STRATAGEM CYBERNETICS, INC..
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ADORESS .
STATE
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(Learn by doing}
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Programming is building, and like building with blocks, bricks, or milk cartons, a
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scratch. The program can be run at the end of each step and will take shape as the kit
steps are completed. These kits are made for a minimum system of the ZX80 with 1 k
of memory and include translation for ZX8 1 s as well as guidance for going further.
Our aim is to provide the personal joy of programming as well as the fun of playing
with the final result.
PRISONER - Cooperate or trick your
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the kit. Some are effectively unbeatable in
only 1k of memory.
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MAZE 1 .0 - You are at the entrance of
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delivery. Free catalog available.
July/August 1982
71
SINCLAIR ZX81 & TS1000 SOFTWARE
Fifty games for less than S2 ea.
Send SASE for FREE catalog to:
BIOCAL SOFTWARE
340 Cypress Dr.
Fairfax. Calif. 94930
4 8K, IK BASIC Programs - Sketchpad.
Combinations of 7, Enterprise (picture
only) and Hebrew Tutor, $10.00.
Reply To
DRRP, P.O Box 3664
Peabody, Mass. 01960
' ZX81 KEYBOARD TACTILE FEEDBACK '
FEEL WHERE YOUR KEYS ARE*
TOUCH TYPING POSSIBLE. HELPS STOP
MISSED KEYS. SIMPLE TO INSTALL OVERLAY
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ANALOG INTERFACE FOR THE ZX81
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VOTEM also includes Ma the tape
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Timex TMS 1000 Sinclai'
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• Can be powered from computer's supply (cable included)
• Tape signal conditioning circuitry
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• Manual includes detailed hit assembly and calibration
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Also, sialic RAM chips 61 »6P 3 <?* by B) with instructions
r upgradino Sinclait ZX81 computer Irom IK 10 2K Only
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♦» mm mm mm ♦» » » » » ♦»
8K ROM: 16K RAM
72
The 8K ROM and 16K RAM have
given ZX80/81 users new possibilities in
programming their own games. Alien
Treasure is an example of how some of
these new capabilities may be used.
In Alien Treasure two kinds of treasure
are scattered over the surface of a planet
far from earth. Your ship has landed, and
you have sent out your robot searcher
which you guide from your control room.
The field of search shows on your ZX81
as a full screen display. The treasure is
marked by inverse video periods which
are worth one point each and by inverse
video asterisks which are worth 10 points
each. (You can set the vaiues in your own
currency if you wish.) However, there are
always hazards in searching for treasure.
In this case a powerful monster is guard-
ing the search area. While your robot is
attempting to pick up the treasures, you
must guide it to avoid this monster which
appears on your screen as an inverse
video 0. Your robot, shown as a graphic
square, is moved about by the use of the
cursor control keys 5, 6, 7, and 8. The
robot also can take a jump away to a
random position in the same column by
using the key. However, you must use
this key with caution because the robot
may land right on top of the monster.
The current total of your successful
treasure gathering is displayed on the
screen in the upper left corner. The total
you must beat is displayed to the right of
yours.
The game uses a 22 * 32 array to keep
track of the treasure locations. When the
game is run, it takes about 20 seconds for
the screen and the array to be set up and
loaded with the proper values. So do not
hit the BREAK key too soon because you
think the program is in an infinite loop.
Before you SAVE this program, exe-
cute the CLEAR command. Otherwise
you will save the entire array along with
the program, and it will take much longer
to SAVE and LOAD in the future.
Alien Treasure has proved to be an
interesting and challenging game for those
Gary G. Chandler. ATU Box 283, Russellvilie,
AR 72801.
Chandler £
who have tried it so get out your keyboard
and start the search.
Line notes:
30: inverse space
36: inverse asterisk
44: inverse period
65: inverse zero
66: inverse graphics on A
73: inverse letters in "' ,
85: inverse space
89: inverse space %
1 LET Cl-0
2 REM TRER5URE CHRSE
4. REM BY GRRY G. CHftNDLER
5 LET X=®
6 LET Y = 16
7 LET Y1=Y
8 LET X1 = X
9 LET R = INT (RND*22)
13 LET B=*INT (RND*32)
12 LET C=*0
20 DIM HC22,32)
26 FOR 1=0 TO 21
26 FOR d=0 TO 31
30 PRINT RT I,U;"*"
31 IF 1=0 OR U=0 THEN GOTO 50
32 IF NOT RND<.0S THEN GOTO 4©
34. LET M (I+1,J + 1) =2
36 PRINT RT I,J;"H"
4-0 IF NOT RND<.1 THEN GOTO 50
4.2 LET H (1+1, J + l) =1
4.4 PRINT RT I,J;"|"
50 NEXT J
60 NEXT I
65 PRINT RT X,Y, "H"
66 PRINT RT R^B;"!"
67 IF H (R + 1..B + 1) =2 THEN LET C«
C+10
68 IF H(Rfi,Bfl)=2 THEN LET H<
R+1,B+1) =0
69 IF HIR+1,B+1>=1 THEN LET C=
" + 70 IF H (R+l .B+l) =1 THEN LET H<
R+1,B+1> =0
72 IF OC1 THEN L ET C 1=C
^INT RT 0,0, "HI" ; C ; RT ,
' ;RT 0,21,01
R>X THEN LET Xl*Xtl
R<X THEN LET X1=X-1
B>Y THEN LET Y1=Y+1
B<Y THEN LET Y1=Y-1
" RT X,Y; "■"
=X1
9;
8
81
82
83
84-
IF
IF
IF
IF
85 PRINT
86 LET X=
e
87 LET Y=Y1
88 IF X=R RND Y=B THEN GOTO 20
89 IF NOT INKEY*='"
RT fl.B, "U"
95 IF INKEY$="0
T <RND*22>
98 IF INKEY$="5
THEN PRINT
THEN LET R=IN
THEN LET B»B-
100 IF
L
110 IF
INKEY*="8"
XNKEY *-'**"
THEN LET B*B +
THEN LET fl=R+
120 IF INKEY*="7" THEN LET fi = R-
132 IF R>21 THEN LET R=21
133 IF R<1 THEN LET R-l
134 IF B>31 THEN LET B*31
135 IF B<0 THEN LET B=0
140 IF X«R RND Y*B THEN GOTO 20
160 GOTO 65
200 PRINT RT 10,10; "*#GOT YOU**
202 PRINT RT fi,Br**X"
205 PRINT RT 20,2;" PLRY RGRIN
INPUT Y OR N "
207 INPUT G*
208 IF Gt«"N" THEN STOP
210 GOTO 5
SYNC Magazine
.'Mtl'IK
BASF-DPS
WORLD STANDARD TAPE
-_, MONEY BACK
,^*><^^. GUARANTEE
COMPUTER GRADE
ESCHEW SHILL FTTS ALL Ql KUM TACCCTTCC
ST ANOARO HICOUDfWS DUUUl UAOOC I I CO
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$W
Wf.lt »• (in I.. QUMt.Tt tKSCtKMTS
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Call: 213/710-1430
VORK lO Computer ware
24573 Kittndge St.. A-1 Canoga Park. CA 91307
BARLOG
SOFTWARE
•EAGLE LANDER-1K all
Moon landing simulation LISTINGS
•PICTURE PLOT-1K $2.00
M/C Graphic routine
•MEALA-MORPH-16K
Survival in cafeterias
•TEXTER-16K
Text editor, printer commands
A^L _^95^_ on^an y~8k rom" macShine "
Send 20e for fulTlist"
ALL listings explain programs
in detail.
Make check to:
BOB LUCAS
401 N. GEYER ROAD
KIRKWOOD, MO 63122
ZX81 ASSEMBLER
2 PASS STANDARD Z-80. SYMBOLIC
EXPRESSIONS. DECIMAL /
HEXADECIMAL. 12K BASIC AND
MACHINE CODE.
ZX81 DISASSEMBLER
STANDARD Z-80, 22 CODES IN 5
SECONDS (FILLS SCREEN)
DECIMAL /HEX.
$15.00 FOR BOTH PROGRAMS
POSTPAID
BOBBERCH
19JAQUESST
ROCHESTER. NY
14620
LIGHT PEN
for ZX81 UNDER $70
DRAWS ON ANY TV SCREEN
Erase & clear by just
oi
pVA
SUPER GRAPHICS MODULE
Lets you control every
dot on your screen!
touching the screen!
6't< INTERNAL MEMORY
Add ^K or 6K as you
need it!
CONTROL BOARD (8 I/O)
Home Projects, Robotics
No special commands-- Easy to use
$69.95 KIT:$^9.95 PC3 $15.
EASTHILL,OAKHAM,MAO
EXPANSION BOARD
Buffered Bus/Development Board for
marketed and user built peripherals.
Offers significant yet inexpensive access to ZX81 hardware.
Optional
voii feg
Circuitry
gives access
to addresses
8K to 16K for
memory or
memory mapped I/O
Fastens to ZX81
Improved Model:
Bare Board $40*
With connector I
and complete documentation
Kit $70*
6 connectors. 9 chips, sockets
and other parts
'Add S3 tor ship & hndt
Calif res add 6% tax
To order send check or M O to
All lines from
computer port
are on bus & in
same order
Buffered Data,
Control & Address
lines Data bus
is two-way
Two types of
connectors
9 chips needed.
. if ts are
standard.
Finest quality board
Plated thru holes
solder mask legend
PROMPT DELIVERY
HUNDREDS OF SATISFIED
USERS
Please send stamp
for more info
(jDmputer
301 16 th Ave
San Francisco, CA 94118
MORE Plans. Kits.
Programs Inquire.
ontinuum
(415) 752 6294
Ed. -A WORD OF CAUTION: Any
hardware project for your computer must
be approached with extreme caution.
SYNC cannot be responsible for any
problem that may arise from attempting
hardware projects. Obviously, any dam-
age to your computer can be costly in
time and mom
narcluuarE tips
Thick Black Bars
George R. Ingle
In SYNC 1:6 Cecil Bridges points out
that the thick black bars on the display
may be caused by a failing capacitor in
the power supply. However, it is not
necessary to crack open the mains power
adapter to replace the lOOOuF capacitor.
A simpler solution is to add another
capacitor, rated 20O470uFat 25wv, across
the +5v and ground connection to the
UHF/VHF modulator. This not only
corrects the leaking capacitor problem
but also greatly reduces the "lining" of
the display caused by the ZX80 display
circuit itself. Obviously, a miniature
capacitor should be used because of the
minimal free space inside the computer
case.
Comp.
n
Video
VHF/UHF
Modulator
*. -a
— H
200-4
« 1
70uF T
Insufficient
Filtering Solved
Robert D. Hartung
Like many others I found that the DC
filtering capacitance of the power supply
included with the 16K RAM pack is
borderline in supporting the demands of
both the RAM pack and the ZX80 with
its 17 extra ICs as compared with the
ZX81. The symptoms of insufficient fil-
tering include false LOADs from the
excessive 60 Hz ripple in the DC and a
horizontal line or blank bar moving verti-
cally through the TV display every two
seconds. If these symptoms disappear
when the RAM pack is disconnected,
either some component is drawing exces-
sive current or. more likely, the added
load of the RAM pack is causing inade-
quate filtering of the unregulated DC
power to the computer.
Memory Expansion Power Supply
George R. Ingle
David Sommers mentions (SYNC 1:6)
the problem of using an additional power
supply with his memory expansion. For
those building an additional memory
expansion unit, the following suggestions
might be helpful.
1) Insure that all components are using
a common ground return.
2) Do not connect the +5v regulated
voltages or +9 to +12 unregulated volt-
age in parallel. Instead, use a common
ground whether earth or floating.
depending on the design, and feed the
additional memory unit with a separate
+ 5v regulated supply.
3) Insure that the additional power
supply is well-filtered and uses, if possible,
a three prong grounded outlet and AC
supply cord.
(Ed. —A schematic of the authors power
supply that provides for +/5v reg., +I2v
reg., +5v reg., and -I2v unreg. is available
from the author for $1.00 and a SASEj
George R. In^le. 24593 1 2 Monterey Ave. San Bernadino, CA 92410.
74
Adding a 2200uF 50VDC capacitor
across the output wires near the power
jack eliminates the problem. Use a VOM
or an LED tester to determine which is
the positive output wire and which is the
negative in order to be sure that you are
observing the proper polarity in con-
necting the capacitor. This capacitor also
gives some protection against momentary
drop-outs occurring on the main power
lines.
A note of caution: since a capacitor of
this size stores considerable energy even
after the power pack is unplugged from
the AC outlet, I strongly recommend
inserting a small lever type microswitch
(e.g.. Radio Shack 275-016) in one of the
DC wires near the computer power plug.
This will avoid possible burning or fusing
of the power jack outlets when the plug is
inserted or withdrawn when the capacitor
is charged. The switch gives a bonus of
being a "panic" switch to get out of
endless program sequences as well as to
cut the power off when connecting or
disconnecting the 16K RAM pack.
To install the switch, cut and strip one
of the power cord wires as near to the
computer plug as practicable. Solder one
wire end to the C lug of the switch and
the other to the NC lug (normally closed).
An LED pilot light can be added at the
same time. Strip, but do not cut, one-half
inch of the other power cord wire. Again,
determine the polarity of this wire with
the wire which goes from the switch lug
to the computer plug. Solder the LED
lead which is nearest the flatted side of
the LED base (cathode) to the negative
wire. Solder a IK resistor to the other
LED lead and in series to the wire which
is positive. Carefully tape all bare leads
and connections to isolate them from
each other. Since only 45 grams of pres-
sure will open the switch, taping it to the
power cord and plug will give all the
necessary support.
Robert D. Hartung. PO Box 125. Palmvra. NY
14522.
SYNC Magazine
USE OUR PLANS AND SAVE $$$$$
SYN
SYIV
SYN
KM**
YOUR SINCLAIR
KEYBOARD how to add a full-size keyboard
to a ZX/80 or 81. Includes instructions on how
to use any extra keys for Shift Lock, Automatic
shift. Automatic Repeat, and Reset. $5.00
POWER SUPPLY Running a little hot? Design
and build your own supply to fit your needs
at a fraction of wired price. Includes how to
estimate both present and future needs and
covers both single and multi-voltage. $5.00
BUSS Inexpensive exspansion system unlimits
your edge connector. $3.50
JOYSTICK Add popular Atari joysticks and
find out how much fun games can be. $2.50
Send check or money order to:
SYNCHRONIZE
Box 1667
Kerrville, Texas 78028
PRACTICAL ZX-8U SOFTWARE
ZX-81™ Not Just
For Games
Anymore!
ZX-PANDE <":*), LTD., an American c ■?■ , ises the tremen-
dous ZX-61^, data handling capabilities to make our
tjsks easier. Programs are on cassette, thoroughly tested,
easy-to-r* bed instructions, SIC to
allow tailoring to your special needs. Send a STAMPED 3ELF-
ADDRESSED ENVELOPE for details on these and other p rogra ms.
1. YOUR SPECIAL DAY— IK— Good example of usfflg 1
successive equations to answer a practical question.
Enter any_ date in history, and ZX-31^ will tell you the
day of the week on which it occurred. Useful in many
fields and a great ZX-Sl^ demonstration. . CMLY $3»7f>*
2. CLOCKS AND TIMERS— IK— A digital clock; stan-
dard or military time), a count-up timer (for telephone
calls}, and a count-down timer (useful in cook
other great Z2-8l^ demonstration 0ITLY o3.?5*
3. ANTP03JT PLOTTER— IK— Crunches any data to
allow graphing any positive data points: stock prices,
temperature, experimental data, etc. . . . ONLY $3.7<£
u. CHECKBOOK, INCOME TAX AND BUDGET QRGAL'IZER^loK
A powerful yet easy to use finance program — 10 jobs in menu
driven format. Checks and deposits are totaled and itemized
under desired categories for budget planning and income tax
preparation. Hakes checkbook balancing easy. Ninety trans-
actions manipulated at one time with 16K. • . . 0NLT $13.75*
ZX-PANDINCLTD.
P.O. BOX 25
S'EWTON, NC 28658
704-464-2742
*ALL orders please add $1.25
to total order to cover POST-
AGE AND HANDLING. (Foreign
orders add $2.00 to cover air
costs. Your payment must be
in a U. S. dollar draft pay-
able to U. S. bank.)
r
Sinclair ® Computer Owners
YOU NEED THIS!
* Protects against power line glitches
* Provides extra power for add-ons
* Cuts heat in the internal rpgulatnr
The HL-1205 uses the same modern switching regulator technology
as used on big computers to trade harmful heat for extra power
so ... Just plug your ZX81 A.C. Adapter into the HL-1205, plug
the HL 1205 into the computer and turn on the switch. Add a
rechargable 12 volt battery (not supplied) to have an UNINTER-
RUPTABLE POWER SUPPLY, or operate from 12V car or truck
system A MUST FOR SERIOUS COMPUTER USERS
$35.95 plus $4.00
shipping and handling
30 day money back guarantee
To order send check to:
Hurricane Electronics Lab
P.O. BOX 1280
HURRICANE, UTAH 84737
[8011635-2003
MUSIC and KALEIDOSCOPES
VIRTUOSO. A music synthesis program for the
Timex/Sinclair and ZX81 with 2K or more. NO
MUSIC KNOWLEDGE NECESSARY! 96 notes.
range from put put to above treble clef, any tempo.
Whole to 32nd notes. Songs may be saved for
future use. Required hardware? - - Your cassette
recorder. $6.95 pp.
PLAYER 2X81. A less versatile music program for
1K memory. Music instruction not included. $6.95
pp.
SQUARES and CROSSES, Kaleidoscopic
simulations for the same machines. IK or more.
$6.95 pp.
All on standard cassette. Guaranteed to load.
Music programs include random sound listing or
save copy. Add $3.00 each, outside U.S.
Mail order only.:
William Don Maples
688 Moore St.
Lakewood, CO 80215.
Ear Input Circuit
James Dowell
I upgraded my ZX80 (UHF) with the
8K ROM and MicroAee Video Upgrade
kit. I had no loading problems while I was
using a Sears tape recorder. Later 1
procured a Craig tape recorder as a
dedicated component of my system. Then
my loading problems began with no
apparent permanent solution.
Upon inspection of a defunct ZX80
(VHF) with supposed loading problems. I
discovered that Sinclair had made two
minor modifications to the ear input
circuit. One was the addition of a .Olmf
capacitor across the terminals of the input
jack (RFI filter). Removal of this capac-
itor restored the loading capability of this
unit. The other modification was the
addition of a 6.8K resistor from the
connecting bus between C12 and Rl to
the +5V bus. Installing a similar resistor
in my original ZX80 cleared all of my
lnaHina nmKipmc and ureatlv increased
the dynamic range of the input circuit.
Problems in ROM Changing
Herb Homung
A common problem which occurs when
replacing the 4K ROM with the 8K ROM
is that the computer does not turn on
every time (or even at all) when it is
plugged in. If you have this problem, you
can solve it by soldering a 33pf capacitor
from REFRESH to ground. That is, solder
the capacitor from pin 23A of the expan-
sion connector to the ground connection
of the RF modulator (case). Keep the
leads as short as possible (see Figure 1).
After performing this modification, I
checked to see if the 16K RAM pack still
worked and it did.
Expansion connector
Figure 1.
Pin 23A (RFSH)
Component side
Solder 33pf
capacitor here
Top Line Hook Solution
James Dowel!
Tom Keeney's fine article (SYNC 2:1)
points to a problem with the MicroAee
Video Upgrade kit and the top line. A
solution to this "top line hook" in SLOW
mode is as follows:
Connect a capacitor (.027-.030mf ) from
pins 10-11 of IC6 to ground. Using the
space of the unused C9, insulate the "hot"
lead of the capacitor and pass it through
the +5V hole for C9 (next to pin 14 of
IC6) and connect to pins 10-11 ot 1C(>.
Connect the ground lead of the capacitor
to the ground hole for C9. Too little
capacitance will not quite correct the
hook whereas too much capacitance will
over-correct the hook.
I made a large cutout in the top cover
of the ZX80 and cemented a 4x6x3/4 r
inch plastic box over the opening. This
gave me room to mount the Video
Upgrade, Keyboard Beeper. Video
Reverse Switch, and a Reset Switch in
the ZX80.
Although my ZX80 with Video
Upgrade works fine with a 'defective' 8K
ROM, I have been unable to make it
work with the replacement ROM (which
works fine in a non-upgraded ZX80).
James Dowell. 735 Mvra Ave., Chulu Vista. CA
92010.
. Figure 2.
Strong Signals on KBD through KBD 4
Herb Homung
Quite a few ZX81s that I have seen
have very strong signals on KBD
through KBD 4. This can cause the
following problems: 1) some shifted func-
tions will not work; 2} some characters
are always shifted; 3) some characters
will not print at all. These problems may
appear all the time or only after adding a
printer, plugging in a 16K memory mod-
ule, or upgrading the keyboard.
This condition can be corrected by
removing the 10K Q resistor pack (RP3)
and replacing it with 8.2Kf2 resistors.
Solder one lead from each resistor to the
KBD through KBD 4 a solder the other
leads together and to the "C" contact of
the circuit board (see Figure 2). In some
extreme cases it may be necessary to
change the resistor to as low as 6.8KL^.
IX
X
Tttt
Connect resistors
together as shown
RP3
1 11111)11
Ed. —Herb Hornung is interested in hear-
ing from readers who have hardware
problems or information. He will attempt
to help (no charge) if a stamped, self-
addressed envelope is enclosed.
5 Pin keyboard
connector
lllllllllUl
8 Pin keyboard
connector
Remove RP3 and replace
with 8.2K Q resistors
Herb Hornung. Double H Electronics. 19.S Lelani. San Antonio. TX 78242.
76
SYNC Magazine
RUSKR AFT'S
ZC ORGANIZER
MOLDED OF STURDY, BEIGE ABS, THE ZC
ORGANIZER CONCEALS ALL THE ZX81 AND
CASSETTE RECORDER CABLES, YET YOUR
COMPUTER AND RECORDER ARE READY FOR
INSTANT USE. SPACE IS ALSO PROVIDED
FOR ADD ON MEMORIES SUCH AS THE 16K
SINCLAIR, OR 64K MEMOTEK.
GIVE YOUR ZX81 IT'S OWN HOME -
JUST $14.95 + $2 SHIPPING/HANDLING
SEND CHECK OR MONEY ORDER TO:
RUSKRAFT ENGINEERING
P.O. BOX 306, DEPT. A
TINLEY PARK, IL. 60477
PLEASE ALLOW 4 TO 6 WEEKS FOR DEL.
practical
software
FOR THE SINCLAIR ZX80/81 (8K/16K)
2 Unique computer programs on cassette
► ZX INVENTORY • ZX DIRECTORY
► STORAGE OF 200 ITEMS AND PRICES* SORTS FILES ALPHABE 1 1
» PRINTING CAPABILITY (ZX81 ) • STORAGE OF 60 FILES
► COMPREHENSIVE SEARCH • PRINTING CAPABILITY (ZX81 1
ROUTINES • COMPREHENSIVE SEARCH
ROUTINE
BOTH PROGRAMS EASILY MODIFIED TO
STORE MORE FILES WITH LARGER RAM PACK.
ONLY 19.95 EA.
BOTH PROGRAMS FOR 34.95
SEND CHECK OR MONEY ORDER TO:
SERVITRONICS
P.O. BOX 2024, HARTFORD, CONN. 06145
FOR INFORMATION OR VISA OR MASTERCARD ORDERS
CALL (203) 643-7900 SHIPPING U S S1 50 OUTSIDE U S S3 00
Does your ZX-80 need a
home of its own?
Designed especially
for the Home
Computer. This
desk creates
organization
for all your
hardware and
software items.
Rich Wood
Grain Look
The Gateway Guide to the
ZX81 and ZX80
by Mark Charlton
The Gateway Guide is a practical programming man-
ual for the beginner that furnishes over 70 fully docu-
mented programs. The majority of the programs have
been written for easy conversion from machine to
machine (ZX81, 4K ZX80 or 1 K ZX80)
The Gateway Guide describes each
function and statement, illustrates it
with a demonstration routine or pro-
gram, and combines it with previously J
discussed material to provide a solid
basis for understanding your computer.
5V2" x 8", 172 pages. $8.95
Over-All Size
24d x 33Vfew x 33h
SHIPPED
UNASSEMBLED,
CLIPS TOGETHER I
I I
$74.95'
Apt. #
SHIPPED UPS.
FRT. COLLECT
MAIL ORDER TO
WALSH *
SIMMONS INC.
2511 Iowa Si
St Louis, MO 63104
I Ctty
I DESK PRICE .,$74 95
State Zip
MASTERCARD VISA
I[ CHECK OR MONEY ORDER ENCLOSED \M EXP
Acct. « l I I 1 1 I I 1 I I I I I I I 1 I 1
I Interbank # for Master card: I I 1~T~1
Exp, Date:
Creative Computing Press
Dept. 0000, 39 East Hanover Ave.. Morris Plains, NJ 07950
Please send The Gateway Guide to the ZX81 and ZX80 @ $8.95* each
plus $2 00 postage and handling. Outside USA add $3 00 per order-
shipped air mail only.
□ Enclosed is $ *NJ residents add 5% sales tax
C Charge: D American Express D Visa □ MasterCard
\
Account #
Signature
Mr Mrs Ms
Address
_Exp. Date
City State /Zip_
Z720
CHARGE ORDERS— for your convenience phone
Toll Free 800-631-8112, In N J only (201 ) 540-0445
Signature:
resciLircES
The "Resources" column lists new
products for Sinclair users. Suppliers and
users are invited to send brief product
descriptions and ordering details to:
Resources, SYNC, 39 E. Hanover Ave.,
Morris Plains, NJ 07950.
User Groups
Users
North Alabama ZX80/1
Group. For details contact:
Bob Boyer
1103RivlinRd.
Huntsville, AL
(205) 883-4354 (evenings)
• San Francisco Bay Area Sinclair ZX
Users Group (ZUG). Publishes news-
letter SincLink. For details contact:
Paul D. Perreault
c/o Stanford Telecommunications,
Inc.
1195 Bordeaux Dr.
Sunnyvale, CA 94086
(418)734-5300, x267
• Westinghouse ZX80/1 Users Club.
Newsletter. $1 contribution appreci-
ated. For details contact:
Jack Fogarty
Westinghouse MS 3525
POBox 1521
Baltimore, MD 21203
• Pittsburgh Area Computer Club
(Special Interest Group: Sinclair). For
details contact:
Dick Walsh
1605 Middlecrest Dr.
Glenshaw,PA 15116
(412)487-0789
• Chattanooga Area Sinclair Users. For
details contact:
Dan Williams
PO Box 1321
CollegedalcTN 37315
Forming a User Group
• Any Evanston, IL, area users inter-
ested in forming a group? Contact:
Brendan P. Holly
1246 Elm wood Ave.
Evanston, IL
ROM Disassembly
Sinclair ZX81 ROM Disassembly.
Part A (the operating system) by Dr.
Ian Logan, $15.00. Sinclair ZX81 ROM
Disassembly, Part B (calculator rou-
tines), $17.00. Sent direct by airmail
by the author. U.S. personal checks
accepted. Spectrum books in develop-
ment.
Logan Software (Lincoln)
24 Nurses Lane, Skellingthorpe
Lincoln LN6 0TT
United Kingdom
The ZX80 IK Disassembler for the
4K ROM ZX80 and The ZX81 IK
Disassembler for the ZX81 and 8K
ROM ZX80. Begins with starting
address, a key is calculated and dis-
played, manual then gives mnemonic,
all numbers displayed in decimal,
about 100 bytes of RAM to store MC
program for disassembly; RAM mem-
ory test provided; addresses of bytes
failing the test are displayed. Manual,
reference cards, and cassette with
disassembler and memory test pro-
grams, $9.95 pp. for either 4K or 8K.
Further information and catalog upon
request.
Lamo-Lem Laboratories
Box 2382
La Jolla, CA 92038-2382
ZXBUG V3.125. Machine code mon-
itor/debugger with full ZILOG dis-
assembler. Just under 4K; resides at
top of the 16K ZX81; 30 commands.
Allows: search of any block for any
occurrence of a byte or word, display
and altering of main and auxiliary
registers, examination of flags, replace-
ment in a given block of all occur-
rences of a byte with another, moving
blocks around in memory, display of
Z80 ZILOG Mnemonic disassembler
page by page. £7.00.
Artie Computing Ltd.
396 James Reckitt Ave.
Hull, North Humberside
United Kingdom
Catalogs/Directories/
Indexes/
• Soft ware Vendor Direc tory. ( 6th ed . ) .
Cross referenced index covering 22
systems and over 12,000 software pro-
ducts in 300 categories obtainable from
1,800 software vendors and 123 hard-
ware vendors. $57.95; with 2 updates
in 12 months: $100 or $260 on disk.
Contact:
Micro-Software Services. Inc.
PO Box 482
Nyack,NY 10960
(914) 358-1340
• ZX80/81 Users" Library. A catalog
in 3-ring binder format with program-
ming tips and abstracts of programs
submitted by subscribers and checked
by library staff for accuracy and use-
fulness. Periodic newsletter. Program
prices: $1.50 for IK, $3.00 for 16K.
Annual subscription: $25 for U.S.; $32
for non-U.S. For further details con-
tact:
ZX80/81 Users' Library
Suite 434
4614 Kilauea Ave.
Honolulu. HI 96816
Periodicals
• Imprint Software review program. A
quarterly newsletter of software
reviews by category. For details con-
tact:
Software Review
Imprint Software
420 South Howes
Ft. Collins, CO 80521
(303) 482-5574; Telex 45-4590
In U.K.:
Software Review
Imprint Software
16 Milton Ave.
Highgate, London N6
• ETC: Educational Technology and
Communication. A monthly newsletter
to help schools, esp. decision makers,
to move into the new technology. $36
for one year; $60 for two years.
ETC Subscription Department
Far West Laboratory
1855FolsomSt.
San Francisco, CA 94103
78
SYNC Magazine
Programming Programs
• PEEK displays 100 memory locations
in decimal I Basic); BASE gives con-
versions of octal, decimal, binary, hex,
hibyte/lobyte (Basic): FPU a PEEK
and POKE Utility, a fully documented
monitor (Basic and me). All four pro-
grams on standard cassette and full
documentation (64 pp.; 8 1/2 x 11) for
$24.17. Bidirectional Dictionary gives
2 lists: from Decimal OP CODE
arranged numerically to Assembler
Mnemonic and from Assembler Mne-
monic arranged alpha-numerically to
Decimal OP CODE.
Joseph L. Hartmann
101 Tonnele Ave.
Jersey City, NJ 07306
Educational Programs
• "Fun to Learn" series. 8 cassettes:
English Literature I and II, Geography,
History, Mathematics, Inventions, and
Music. $12.95 per cassette. $1.95 s&h
per order.
Sinclair Research Ltd.
3 Sinclair Plaza
Nashua, NH 03061
Business/Household
• Vu-Calc constructs large tables for
purposes such as budgets, finances,
and projections ($14.95). Vu-File stor-
age and retrieval for collections,
accounts, directories, membership lists
($14.95). The Collector's Pack holds
up to 400 records in each of 6 cate-
gories ($17.95). The Club Record Con-
troller holds names, addresses, phone
numbers, and 5 additional categories
for up to 100 members on one cassette
($17.95). $1.95 s&h per order.
Sinclair Research Ltd.
3 Sinlair Plaza
Nashua, NH 03061
• ZX81 Personal Banking System.
Keep detailed records of your
finances; uses unique machine code to
store all transactions in datafiles on
cassette separate from the program.
Cassette and 12 page manual for $20.
Large SAE for details.
J. P. Gibbons A.I.B.
14 Avalon Road
Orpington, Kent, BR6 9AX
United Kingdom
July/August 1982
• Check Register, Inventory, and more
programs for the ZX81 ( 16K to 64K).
Makes full use of the 64K. Can be user
defined to your RAM size. On high
energy cassette $9.95 plus $1.00 sv!vh.
Brittanysoft, Ltd.
PO Box 1043
Twin Falls, ID 83301
1208)324-3086
• Coin Collection, Stamp Col lea ion,
and Baseball Card Collection. Data-
base inventory programs using menii
and descriptive prompts for ZX81 and
ZX80 or MicroAce with 8K ROM. 16K
RAM. Cassette (guaranteed loading l
and manual. Each title $4.95 plus $1.05
s&h. SASE for free catalog.
M. C. Hoffman
POBox 117
Oakland. NJ 07436
Graphics Programs
• GRAPHIX. Image processor. No
more tedious number punching to
"draw" on the screen. Features: trans-
ferable images, image mixer, image
reverser, up to 12 "files." ZX81/ZX80
(8K ROM); 16K RAM. $5.99 incl. post-
age.
Nick Godwin
4 Hurkur Crescent, Eyemouth,
Berwickshire TD 14 5AP
Scotland
• The Artist creates drawings and
paintings on the screen. Features:
user's choice of brushes and back-
grounds, free mixing of graphics and
alphanumeric^, easy specification of
lines and circles, ability to store com-
plex patterns and reproduce them
anywhere on the screen. Cassette and
instructions for $10.
KSOFT
845 Wellner Rd.
Naperville,IL60540
RAM Expansion
• EconoTech 16K RAM Pack. Uses
NMOS dynamic RAMs, standard 4116
memory chips, and Sinclair power
pack. Tight-fitting 44-way edge con-
nector with gold-plated contacts plugs
into expansion port; designed to pre-
vent wobble. Compatible with ZX
Printer. RAM pack with 6-month guar-
antee and comprehensive instructions
£19.95 (including VAT) plus £1.50 s&h
to anywhere in the world. For further
details contact:
EconoTech
30 Brockenhurst Way
London S Wl 6 4UD
United Kingdom
2K RAM kit for ZX81 users with IK
RAM. Increases program size (with
filled screen) by more than 10 times.
Kit includes: 2K-byte IC. 2 pan socket,
lumper, solder, and easy instructions.
$29.95 postpaid.
Micro Logic Corp.
PO Box 174-ZB
Hackensack. NJ 07602
(201)342-6518
Light Pen
• Light pen for ZX81 users. Palm-sized
plug-on module with three modes:
DRAW. ERASE, and CLEAR. Allows
entering complex graphics by just
touching the screen. Upper 90% of
screen is free for graphics: lower
portion divided into three zones for
changing modes. Virtually eliminates
the PRINT and PLOT statements.
Images held in strings to be stored on
cassette if desired. $69.95.
ZODEX
East Hill
Oakham, MA 02068
Interference Control
• Toll Free Interference Control Hot
Line. Experienced staff will analyze
problem situations and make specific
recommendations for control of pro-
cessor or peripheral interference. Hot
line: 1-800-225-4876 between 9 a.m.
and 4 p.m. Eastern Time Monday
through Friday. Free 40 page Inter-
ference Control Product Catalog.
Electronic Specialists, Inc.
171 S. Main St.
PO Box 389
Natick, MA 01760
(617)655-1532
Fairs and Workshops
MICROSCENE BRUM 82. A big
ZX80/ZX8L Spectrum show in the
center of Britain's second city: Bingley
Hall, Birmingham 1 on 1 1 September,
1982. Advance tickets £1; advance
brochures £1. Send to:
Microscene
6 Battenhall Road
Harborne
Birmingham B17 9UD
United Kingdom
Games
• Backgammon ($9.9S>. Chess <$12.»5,.
Fantasy Games ($8.95), Space Raiders
and Bombers ($8.95). Flight Simulation
($9.95). 8 different Super Program
cassettes ($8.95 ea.). $1.95 s&h per
order.
Sinclair Research Ltd.
3 Sinclair Plaza
Nashua. NH 03061 S
79
50 NIFTY 1K
PROGRAMS FOR
THE ZX81
WIDE ASSORTMENT OF
ACTIVITIES, GAMES, UTILITY
PROGRAMS, ETC.
MANY WITH GRAPHICS
$9.95 INCLUDES
POSTAGE/HANDLING
LEE CARTER
BOX 246
HARRISON, ME.
04040
16K INSIDE?!!
No Bulky Add-ons!
Leaves back connector free
for printer or peripherals!
Inexpensive using your parts.
Can be assembled and installed by
anyone who can use a soldering pen.
Complete instructions, including
schematic, parts list, suggested
Board layout, assembly and instal-
lation. $7.95
With optional pre-made P.C. Board.
$18.95 from:
Independence Research
P.O. Box 1497
Orem, Utah 84057
Index to Advertisers
Aardvark. 19
Acts Audio 6
Aerco 61
AHex 11
Andrew Development 35
Apropos Technology 36
Audiograph. 45
Automata Ltd 69
Banta Software 28
Barlog Software 73
B & B Software 32
Berch, Bob 73
Biocal Software 72
Bridge Software 55
Bruce, D. Electric 33
Byte Back Co 15
Carter, Lee ... 80
C.E.D. Corp 34
Cook Labs 23
Computer Continum ... 73
Cosmonics 10
DRRP 72
Data Assette 56-57
Doran Engineering 69
Down East Computers ... 72
E-Z
Key.
69
Edson Electronics 44
Erza Group II Cover 3
Florida Creations 67
Fulcrum Products 10
Furlong, Peter Products ., 32
Gladstone Electronics 40-41
Hargrave, P 72
Heath Computer Services 6
Hewson Consultants 54
Hunter 8
Huntington Computing 65
Hurricane Electronics 20
Hurricane Electronics Labs 75
Independent Research 80
Intellectual Games 72
J C Software 60
JEU Intelligent 44
JRS Software 1
Kayde Electronic Systems 9
K B Enterprises 21
Koala Softbear 28
Lambs Software 62
Leading Edge Cover 4
L.J.H. Enterprises 52
Maples, William 75
Memotech 2
Micro Computers Plus 5
Micro-80 59
Micro Logic 62
Mind ware 46-47
Mohr & Associates .. ■ 55
N G M Inc 44
Nirad 54
Nooter Stock Program — 58
Non-Trivial Solutions 12
Omni Technology — • 8
P & B Software 62
Peak 20
Professional Electronics 60
Redditch 52
Reston Publishing Co., Inc 7
Rose Cassettes 60
Ruskraft Engineering ., 77
Scelbi 69
Chris Shiotz 60
Servitronics - 77
Sinclair Applications Cover 2
Sinclair Place 35
Sinclair Research 25, 26, 27
Sinware 37
Softsync Inc 13
Strategem Cybernetics . 71
Synchronize 75
Synchro Selte 42
Syncware ■-• 50
Synergistic Design 51
Systems & Solutions 71
Time Data 52
Walsh & Simmons 77
Webber, Dennis 60
Wisconcic. 24
Woods, Tom 44
WSM Entertainment 33
York 10 73
Young's Computer Publications 21
Zeta Software .33, 67
Zedex 53
Zodex 73
Z X Chess 63
Z X Panding Ltd 75
EZRA GROUP II
EZRA GROUP II
The ZX81 /80/TS-1000'S are making a name
with LOW prices...
WE CHALLENGE THE SOFTWARE COMPANIES
TO LOWER THEIR PRICES!
For TS-1 000/ZX81 /ZX80/8K ROM
1Kand 16K RAM versions
Biorhythms 1.00
Graphics Billboard 1 .00
Horse Race 1 .00
SPINNER T.M. (like Rubiks) 16K 2.00
Skew-a-Sketch (like Etch) 1.00
Improved Pause (ZX81) 1.00
Linear Regression 2.00
CHEWTER T.M. (Like Pac M-N) SLOW 2.95
Shootist 2.00
Random MUSIC! SLOW 2.00
Self Addressed Stamped Envelope
Gets YOU our Goodies Catalog
ALL ORDERS AND CATALOG REQUESTS GET FREE
Galactic Messages PROGRAM.
EZRA GROUP II
EZRA GROUP II
P.O. Box 5222 San Diego, California 921 05 (714) 584-8291
MORE THAN JUST ANOTHER PRETTY FACE
Says who? Says ANSI.
National Standards Institute (ANSI) ^"be fact is all
Elephant™ floppies meet or exceed the specs required to
meet or exceed all their standards.
But just who is "subcommittee X3B8" to issue such
pronouncements?
They're a group of people representing a large, well-
balanced cross section of disciplines— from academia,
government agencies, and the computer industry.
People from places like IBM, Hewlett-Packard, 3M,
Lawrence Livermore Labs, The U.S. Department of
Defense, Honeywell and The Association of Computer
Programmers and Analysts. In short, it's a bunch of high-
caliber nitpickers whose mission, it seems, in order to
better disks for consumers, is also to make life miserable
everyone in the disk-mnkinn business.
How? By gathering together periodically (often, one
suspects, under the full moon) to concoct more and more
rules to increase the quality of flexible disks. Their most
recent rule book runs over 20 single-spaced pages-
listing, and insisting upon— hundreds upon hundreds of
standards a disk must meet in order to be blessed by
ANSI. (And thereby be taken seriously by people who
take disks seriously.)
In fact, if you'd like a copy of this formidable document,
for free, just let us know and we'll send you one. Because
once you know what it takes to make an Elephant for
ANSI . . .
We think you'll want us to make some Elephants for you.
ELEPHANT. HEAVY DUTY DISKS.
Distributed Exclusively by Leading Edge Products, Inc., 225 Turnpike Street, Canton, Massachusetts 02021
Call: toll-free 1-800-343-6833; or in Massachusetts call coiled (617) 828-8150. Telex 951-624.